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██╔══██╗██║░░░░░██║░░░██║██╔══██╗  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██████╦╝███████╗╚██████╔╝██║░░██║  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═════╝░╚══════╝░╚═════╝░╚═╝░░╚═╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Blur" -{ - Properties - { - _Color ("Color", Color) = (1,1,1,1) - _BlurAmount ("Blur Amount", Range(0, 0.03)) = 0.0128 - } - SubShader - { - Tags { "Queue"="Transparent" } - Cull Back - ZTest Always - - GrabPass { } - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata - { - float4 vertex : POSITION; - float3 normal : NORMAL; - }; - - struct v2f - { - float4 position : POSITION; - float4 screenPos : TEXCOORD0; - }; - - half _BlurAmount; - fixed4 _Color; - sampler2D _GrabTexture : register(s0); - - v2f vert(appdata input) - { - v2f output; - - output.position = UnityObjectToClipPos(input.vertex); - output.screenPos = output.position; - - return output; - } - - half4 pixel; - half2 uv; - fixed i = 0; - half iBlur; - half4 frag(v2f input) : SV_Target - { - uv = input.screenPos.xy / input.screenPos.w; - uv.x = (uv.x + 1) * .5; - uv.y = 1.0 - (uv.y + 1) * .5; - - pixel = 0; - - pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x + 1.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount)); - - pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount)); - - pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x + 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount)); - - pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount)); - - pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 1.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x - 0.5 * _BlurAmount, uv.y - 2.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 2.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 1.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y + 0.5 * _BlurAmount)); - pixel += tex2D(_GrabTexture, half2(uv.x - 1.5 * _BlurAmount, uv.y - 0.5 * _BlurAmount)); - - pixel += tex2D(_GrabTexture, half2(uv.x, uv.y)); - - return (pixel / 20.0) * _Color; - } - ENDCG - } - } -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Blur.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Blur.shader.meta deleted file mode 100644 index 45a6457..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Blur.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c1662f12eab0ae946b01744f1eb4e6d7 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Depth Mask Edge Detection.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Depth Mask Edge Detection.shader deleted file mode 100644 index 1fb35dd..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Depth Mask Edge Detection.shader +++ /dev/null @@ -1,115 +0,0 @@ -/* -██████╗░███████╗██████╗░████████╗██╗░░██╗  ███╗░░░███╗░█████╗░░██████╗██╗░░██╗  ███████╗██████╗░░██████╗░███████╗ -██╔══██╗██╔════╝██╔══██╗╚══██╔══╝██║░░██║  ████╗░████║██╔══██╗██╔════╝██║░██╔╝  ██╔════╝██╔══██╗██╔════╝░██╔════╝ -██║░░██║█████╗░░██████╔╝░░░██║░░░███████║  ██╔████╔██║███████║╚█████╗░█████═╝░  █████╗░░██║░░██║██║░░██╗░█████╗░░ -██║░░██║██╔══╝░░██╔═══╝░░░░██║░░░██╔══██║  ██║╚██╔╝██║██╔══██║░╚═══██╗██╔═██╗░  ██╔══╝░░██║░░██║██║░░╚██╗██╔══╝░░ -██████╔╝███████╗██║░░░░░░░░██║░░░██║░░██║  ██║░╚═╝░██║██║░░██║██████╔╝██║░╚██╗  ███████╗██████╔╝╚██████╔╝███████╗ -╚═════╝░╚══════╝╚═╝░░░░░░░░╚═╝░░░╚═╝░░╚═╝  ╚═╝░░░░░╚═╝╚═╝░░╚═╝╚═════╝░╚═╝░░╚═╝  ╚══════╝╚═════╝░░╚═════╝░╚══════╝ - - ██████╗░███████╗████████╗███████╗░█████╗░████████╗██╗░█████╗░███╗░░██╗ - ██╔══██╗██╔════╝╚══██╔══╝██╔════╝██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║ - ██║░░██║█████╗░░░░░██║░░░█████╗░░██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║ - ██║░░██║██╔══╝░░░░░██║░░░██╔══╝░░██║░░██╗░░░██║░░░██║██║░░██║██║╚████║ - ██████╔╝███████╗░░░██║░░░███████╗╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║ - ╚═════╝░╚══════╝░░░╚═╝░░░╚══════╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝ - - ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Depth Mask Edge Detection" -{ - Properties - { - _Color ("Color", Color) = (1,1,1,1) - } - SubShader - { - Tags { "Queue"="Transparent" } - Cull Back - ZTest Always - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata - { - float4 vertex : POSITION; - float3 normal : NORMAL; - }; - - struct v2f - { - float4 position : POSITION; - float4 screenPos : TEXCOORD0; - }; - - fixed4 _Color; - sampler2D _CameraDepthTexture; - - v2f vert(appdata input) - { - v2f output; - - output.position = UnityObjectToClipPos(input.vertex); - output.screenPos = output.position; - - return output; - } - - half4 pixel; - half2 uv; - fixed onePixelW, onePixelH; - half4 frag(v2f input) : SV_Target - { - uv = input.screenPos.xy / input.screenPos.w; - uv.x = (uv.x + 1) * .5; - uv.y = (uv.y + 1) * .5; - - onePixelW = 1.0 / _ScreenParams.x; - onePixelH = 1.0 / _ScreenParams.y; - - pixel = Linear01Depth(abs( - tex2D(_CameraDepthTexture, float2(uv.x - onePixelW, uv.y)) - - tex2D(_CameraDepthTexture, float2(uv.x + onePixelW, uv.y)) + - tex2D(_CameraDepthTexture, float2(uv.x, uv.y + onePixelH)) - - tex2D(_CameraDepthTexture, float2(uv.x, uv.y - onePixelH)) - )); - - return pixel * _Color; - } - ENDCG - } - } -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Depth Mask Edge Detection.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Depth Mask Edge Detection.shader.meta deleted file mode 100644 index 224361b..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Depth Mask Edge Detection.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e7a63e85a04f2f649805b8fbc5850027 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Dissolve.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Dissolve.shader deleted file mode 100644 index 56302c5..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Dissolve.shader +++ /dev/null @@ -1,100 +0,0 @@ -/* - ██████╗░██╗░██████╗░██████╗░█████╗░██╗░░░░░██╗░░░██╗███████╗  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔══██╗██║██╔════╝██╔════╝██╔══██╗██║░░░░░██║░░░██║██╔════╝  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ██║░░██║██║╚█████╗░╚█████╗░██║░░██║██║░░░░░╚██╗░██╔╝█████╗░░  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ██║░░██║██║░╚═══██╗░╚═══██╗██║░░██║██║░░░░░░╚████╔╝░██╔══╝░░  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██████╔╝██║██████╔╝██████╔╝╚█████╔╝███████╗░░╚██╔╝░░███████╗  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═════╝░╚═╝╚═════╝░╚═════╝░░╚════╝░╚══════╝░░░╚═╝░░░╚══════╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Dissolve" -{ - Properties - { - _Color ("Color", Color) = (1,1,1,1) - _MainTex ("Albedo (RGB)", 2D) = "white" {} - _NoiseTex ("Noise", 2D) = "white" {} - - _Cutoff ("Cut off", Range(0, 1)) = 0.25 - _EdgeWidth ("Edge Width", Range(0, 1)) = 0.05 - [HDR] _EdgeColor ("Edge Color", Color) = (1,1,1,1) - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 - } - SubShader - { - Tags { "RenderType"="Geometry" "Queue"="Transparent" } - LOD 200 - Cull [_Cull] - - CGPROGRAM - // Physically based Standard lighting model, and enable shadows on all light types - #pragma surface surf Standard addshadow fullforwardshadows - - #ifndef SHADER_API_D3D11 - #pragma target 3.0 - #else - #pragma target 4.0 - #endif - - sampler2D _MainTex; - sampler2D _NoiseTex; - - half _Cutoff; - half _EdgeWidth; - - fixed4 _Color; - fixed4 _EdgeColor; - - struct Input - { - float2 uv_MainTex; - float2 uv_NoiseTex; - }; - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - fixed4 noisePixel, pixel; - half cutoff; - void surf (Input IN, inout SurfaceOutputStandard o) - { - pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color; - - o.Albedo = pixel.rgb; - - noisePixel = tex2D (_NoiseTex, IN.uv_NoiseTex); - - clip(noisePixel.r >= _Cutoff ? 1 : -1); - o.Emission = noisePixel.r >= (_Cutoff * (_EdgeWidth + 1.0)) ? 0 : _EdgeColor; - } - ENDCG - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Dissolve.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Dissolve.shader.meta deleted file mode 100644 index e154d03..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Dissolve.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8842c84d9ff79e24abe4295f91ae4a7a -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Force Field.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Force Field.shader deleted file mode 100644 index bfc0482..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Force Field.shader +++ /dev/null @@ -1,129 +0,0 @@ -/* - ███████╗░█████╗░██████╗░░█████╗░███████╗  ███████╗██╗███████╗██╗░░░░░██████╗░ - ██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝  ██╔════╝██║██╔════╝██║░░░░░██╔══██╗ - █████╗░░██║░░██║██████╔╝██║░░╚═╝█████╗░░  █████╗░░██║█████╗░░██║░░░░░██║░░██║ - ██╔══╝░░██║░░██║██╔══██╗██║░░██╗██╔══╝░░  ██╔══╝░░██║██╔══╝░░██║░░░░░██║░░██║ - ██║░░░░░╚█████╔╝██║░░██║╚█████╔╝███████╗  ██║░░░░░██║███████╗███████╗██████╔╝ - ╚═╝░░░░░░╚════╝░╚═╝░░╚═╝░╚════╝░╚══════╝  ╚═╝░░░░░╚═╝╚══════╝╚══════╝╚═════╝░ - - ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Force Field" -{ - Properties - { - _MainTex ("Texture", 2D) = "white" {} - [HDR] _Color ("Color", Color) = (1,1,1,1) - - _FresnelPower("Fresnel Power", Range(0, 10)) = 3 - _ScrollDirection ("Scroll Direction", float) = (0, 0, 0, 0) - } - SubShader - { - Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" } - Blend SrcAlpha OneMinusSrcAlpha - LOD 100 - Cull Back - Lighting Off - ZWrite On - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - #ifndef SHADER_API_D3D11 - #pragma target 3.0 - #else - #pragma target 4.0 - #endif - - struct appdata - { - float4 vertex : POSITION; - float2 uv : TEXCOORD0; - fixed3 normal : NORMAL; - }; - - struct v2f - { - float2 uv : TEXCOORD0; - float rim : TEXCOORD1; - float4 position : SV_POSITION; - }; - - sampler2D _MainTex; - float4 _MainTex_ST; - - fixed4 _Color; - half _FresnelPower; - half2 _ScrollDirection; - - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - fixed3 viewDir; - v2f vert (appdata vert) - { - v2f output; - - output.position = UnityObjectToClipPos(vert.vertex); - output.uv = TRANSFORM_TEX(vert.uv, _MainTex); - - viewDir = normalize(ObjSpaceViewDir(vert.vertex)); - output.rim = 1.0 - saturate(dot(viewDir, vert.normal)); - - output.uv += _ScrollDirection * _Time.y; - - return output; - } - - fixed4 pixel; - fixed4 frag (v2f input) : SV_Target - { - pixel = tex2D(_MainTex, input.uv) * _Color * pow(_FresnelPower, input.rim); - pixel = lerp(0, pixel, input.rim); - - return clamp(pixel, 0, _Color); - } - ENDCG - } - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Force Field.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Force Field.shader.meta deleted file mode 100644 index 9dfa44c..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Force Field.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2bffc50af4b1ff34cb151aa15bb9edb4 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Grass Sway.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Grass Sway.shader deleted file mode 100644 index c2625aa..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Grass Sway.shader +++ /dev/null @@ -1,131 +0,0 @@ -/* - ░██████╗░██████╗░░█████╗░░██████╗░██████╗  ░██████╗░██╗░░░░░░░██╗░█████╗░██╗░░░██╗ - ██╔════╝░██╔══██╗██╔══██╗██╔════╝██╔════╝  ██╔════╝░██║░░██╗░░██║██╔══██╗╚██╗░██╔╝ - ██║░░██╗░██████╔╝███████║╚█████╗░╚█████╗░  ╚█████╗░░╚██╗████╗██╔╝███████║░╚████╔╝░ - ██║░░╚██╗██╔══██╗██╔══██║░╚═══██╗░╚═══██╗  ░╚═══██╗░░████╔═████║░██╔══██║░░╚██╔╝░░ - ╚██████╔╝██║░░██║██║░░██║██████╔╝██████╔╝  ██████╔╝░░╚██╔╝░╚██╔╝░██║░░██║░░░██║░░░ - ░╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚═════╝░  ╚═════╝░░░░╚═╝░░░╚═╝░░╚═╝░░╚═╝░░░╚═╝░░░ - - ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Grass Sway" -{ - Properties - { - _Color ("Color", Color) = (1,1,1,1) - _MainTex ("Albedo (RGB)", 2D) = "white" {} - _Normal ("Normal Map", 2D) = "bump" {} - _NormalStrength ("Normal Strength", float) = 0.25 - - _Smoothness ("Smoothness", Range(0, 1)) = 0.5 - _Metallic ("Metallic", Range(0, 1)) = 0.5 - - _Cutoff ("Cutoff", Range(0, 1)) = 0.25 - _Speed ("Speed", float) = 0.25 - _WindDirection ("Wind Direction", float) = (1,0,0,1) - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0 - } - SubShader - { - Tags { "RenderType"="Cutout" } - LOD 200 - Cull [_Cull] - - CGPROGRAM - // Physically based Standard lighting model, and enable shadows on all light types - #pragma surface surf Standard keepalpha fullforwardshadows addshadow - #pragma vertex vert - - #ifndef SHADER_API_D3D11 - #pragma target 3.0 - #else - #pragma target 4.0 - #endif - - fixed4 _Color; - - sampler2D _MainTex; - sampler2D _Normal; - half _NormalStrength; - - half _Smoothness; - half _Metallic; - - half _Cutoff; - half _Speed; - half4 _WindDirection; - - struct Input - { - float2 uv_MainTex; - float2 uv_Normal; - }; - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - fixed4 pixel; - void surf (Input IN, inout SurfaceOutputStandard o) - { - pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color; - o.Albedo = pixel.rgb; - clip(pixel.a - _Cutoff); - o.Alpha = pixel.a - _Cutoff; - - o.Smoothness = _Smoothness; - o.Metallic = _Metallic; - - o.Normal = UnpackNormal(tex2D (_Normal, IN.uv_Normal) * _NormalStrength); - } - - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - fixed4 color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - - void vert(inout appdata input){ - input.vertex += UnityObjectToWorldDir(input.vertex).y * _WindDirection * sin(_Time.y * _Speed); - } - ENDCG - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Grass Sway.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Grass Sway.shader.meta deleted file mode 100644 index 14f6214..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Grass Sway.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a15eddaf83eb0bb40804b6d17af6f3df -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Lava3D.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Lava3D.shader deleted file mode 100644 index ff1bc9f..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Lava3D.shader +++ /dev/null @@ -1,109 +0,0 @@ -/* - ██╗░░░░░░█████╗░██╗░░░██╗░█████╗░  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██║░░░░░██╔══██╗██║░░░██║██╔══██╗  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ██║░░░░░███████║╚██╗░██╔╝███████║  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ██║░░░░░██╔══██║░╚████╔╝░██╔══██║  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ███████╗██║░░██║░░╚██╔╝░░██║░░██║  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚══════╝╚═╝░░╚═╝░░░╚═╝░░░╚═╝░░╚═╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Lava3D" -{ - Properties - { - [HDR] _Color ("Color", Color) = (1,1,1,1) - _MainTex ("Albedo (RGB)", 2D) = "white" {} - _HeightMap ("Height Map (Black and White)", 2D) = "bump" {} - _FlowDirection ("Flow Direction", Vector) = (1, 0, 0, 0) - _Speed ("Speed", float) = 0.25 - _Amplitude ("Amplitude", float) = 1.0 - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 - } - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 150 - Cull [_Cull] - - CGPROGRAM - // Physically based Standard lighting model, and enable shadows on all light typesv - #pragma surface surf Standard addshadow fullforwardshadows - #pragma vertex vert - - #ifndef SHADER_API_D3D11 - #pragma target 3.0 - #else - #pragma target 4.0 - #endif - - fixed4 _Color; - - sampler2D _MainTex; - sampler2D _HeightMap; - - half4 _FlowDirection; - half _Speed; - half _Amplitude; - - struct Input - { - float2 uv_MainTex; - float2 uv_HeightMap; - }; - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - fixed4 pixel; - void surf (Input IN, inout SurfaceOutputStandard o) - { - pixel = tex2D (_MainTex, IN.uv_MainTex + _FlowDirection * fmod(_Time.y, 1200) * _Speed) * _Color; - o.Albedo = pixel.rgb; - } - - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - fixed4 color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - fixed4 texPixel; - void vert (inout appdata vert){ - texPixel = tex2Dlod(_HeightMap, vert.texcoord1 + _FlowDirection * fmod(_Time.y, 1200) * _Speed); - vert.vertex.y = texPixel.r * _Amplitude; - } - ENDCG - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Lava3D.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Lava3D.shader.meta deleted file mode 100644 index 57d99ef..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Lava3D.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 0b65beeff2abd8f49a7633b323425f2c -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Ocean.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Ocean.shader deleted file mode 100644 index 7bc8e36..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Ocean.shader +++ /dev/null @@ -1,114 +0,0 @@ -/* - ░█████╗░░█████╗░███████╗░█████╗░███╗░░██╗  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔══██╗██╔══██╗██╔════╝██╔══██╗████╗░██║  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ██║░░██║██║░░╚═╝█████╗░░███████║██╔██╗██║  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ██║░░██║██║░░██╗██╔══╝░░██╔══██║██║╚████║  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ╚█████╔╝╚█████╔╝███████╗██║░░██║██║░╚███║  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ░╚════╝░░╚════╝░╚══════╝╚═╝░░╚═╝╚═╝░░╚══╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Ocean" -{ - Properties - { - _Color ("Color", Color) = (0.0,0.25,0.35,0.0) - - _Normal1 ("Normal Map (1)", 2D) = "white" {} - _NormalStrength1 ("Normal Strength (1)", Range(0, 2)) = 0.17 - _FlowDirection1("Flow Direction (1)", float) = (0.05, 0, 0, 1) - - _Normal2 ("Normal Map (2)", 2D) = "white" {} - _NormalStrength2 ("Normal Strength (2)", Range(0, 2)) = 0.8 - _FlowDirection2("Flow Direction (2)", float) = (0, 0.05, 0, 1) - - _Glossiness ("Smoothness", Range(0,1)) = 0.6 - _Metallic ("Metallic", Range(0,1)) = 0.2 - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 - } - SubShader - { - Tags { "RenderType"="Transparent" "Queue"="Transparent" } - Blend SrcAlpha OneMinusSrcAlpha - LOD 150 - Cull [_Cull] - Lighting Off - ZWrite On - - CGINCLUDE - #define _GLOSSYENV 1 - #define UNITY_SETUP_BRDF_INPUT SpecularSetup - #define UNITY_SETUP_BRDF_INPUT MetallicSetup - ENDCG - - CGPROGRAM - // Physically based Standard lighting model, and disabled shadows (the ocean doesn't have a shadow :D) - #pragma surface surf Standard alpha - - #ifndef SHADER_API_D3D11 - #pragma target 3.0 - #else - #pragma target 4.0 - #endif - - fixed4 _Color; - - sampler2D _Normal1; - half _NormalStrength1; - half2 _FlowDirection1; - - sampler2D _Normal2; - half _NormalStrength2; - half2 _FlowDirection2; - - half _Glossiness; - half _Metallic; - - struct Input - { - float2 uv_Normal1; - float2 uv_Normal2; - }; - - fixed4 pixel; - void surf (Input IN, inout SurfaceOutputStandard o) - { - IN.uv_Normal1 += _Time.y * _FlowDirection1; - IN.uv_Normal2 += _Time.y * _FlowDirection2; - - pixel = (tex2D (_Normal1, IN.uv_Normal1) * _NormalStrength1 + tex2D(_Normal2, IN.uv_Normal2) * _NormalStrength2); - - o.Albedo = _Color.rgb; - o.Alpha = _Color.a; - - o.Metallic = _Metallic; - o.Smoothness = _Glossiness; - - o.Normal = UnpackNormal(pixel); - } - ENDCG - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Ocean.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Ocean.shader.meta deleted file mode 100644 index aeb5c4d..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Ocean.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4889fcee5f0084a4e8a1c45f616a86dd -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Outline.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Outline.shader deleted file mode 100644 index d8ec4fe..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Outline.shader +++ /dev/null @@ -1,127 +0,0 @@ -/* - ░█████╗░██╗░░░██╗████████╗██╗░░░░░██╗███╗░░██╗███████╗  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔══██╗██║░░░██║╚══██╔══╝██║░░░░░██║████╗░██║██╔════╝  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ██║░░██║██║░░░██║░░░██║░░░██║░░░░░██║██╔██╗██║█████╗░░  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ██║░░██║██║░░░██║░░░██║░░░██║░░░░░██║██║╚████║██╔══╝░░  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ╚█████╔╝╚██████╔╝░░░██║░░░███████╗██║██║░╚███║███████╗  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ░╚════╝░░╚═════╝░░░░╚═╝░░░╚══════╝╚═╝╚═╝░░╚══╝╚══════╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Outline" -{ - Properties - { - _Color ("Color", Color) = (1,1,1,1) - _MainTex ("Albedo (RGB)", 2D) = "white" {} - - _OutlineColor ("Outline Color", Color) = (1,1,1,1) - _OutlineWidth ("Outline Width", Range(0, 4)) = 0.25 - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 - } - SubShader - { - Tags { "RenderType"="Geometry" "Queue"="Transparent" } - LOD 200 - Cull [_Cull] - - Pass{ - ZWrite Off - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord : TEXCOORD0; - fixed4 color : COLOR; - }; - - struct v2f{ - float4 pos : SV_POSITION; - float3 normal : NORMAL; - }; - - fixed4 _OutlineColor; - half _OutlineWidth; - - v2f vert(appdata input){ - input.vertex += float4(input.normal * _OutlineWidth, 1); - - v2f output; - - output.pos = UnityObjectToClipPos(input.vertex); - output.normal = mul(unity_ObjectToWorld, input.normal); - - return output; - } - - fixed4 frag(v2f input) : SV_Target - { - return _OutlineColor; - } - - ENDCG - } - - ZWrite On - CGPROGRAM - // Physically based Standard lighting model, and enable shadows on all light types - #pragma surface surf Standard fullforwardshadows - - #ifndef SHADER_API_D3D11 - #pragma target 3.0 - #else - #pragma target 4.0 - #endif - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - struct Input - { - float2 uv_MainTex; - }; - - fixed4 _Color; - sampler2D _MainTex; - - fixed4 pixel; - void surf (Input IN, inout SurfaceOutputStandard o) - { - pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color; - o.Albedo = pixel.rgb; - } - ENDCG - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Outline.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Outline.shader.meta deleted file mode 100644 index ccb0a34..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Outline.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a9a8211f737bfbd4fb8a469399c59177 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plasma.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Plasma.shader deleted file mode 100644 index fdaccad..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plasma.shader +++ /dev/null @@ -1,102 +0,0 @@ -/* - ██████╗░██╗░░░░░░█████╗░░██████╗███╗░░░███╗░█████╗░  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔══██╗██║░░░░░██╔══██╗██╔════╝████╗░████║██╔══██╗  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ██████╔╝██║░░░░░███████║╚█████╗░██╔████╔██║███████║  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ██╔═══╝░██║░░░░░██╔══██║░╚═══██╗██║╚██╔╝██║██╔══██║  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██║░░░░░███████╗██║░░██║██████╔╝██║░╚═╝░██║██║░░██║  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═╝░░░░░╚══════╝╚═╝░░╚═╝╚═════╝░╚═╝░░░░░╚═╝╚═╝░░╚═╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Plasma" -{ - Properties - { - [HDR] _Color ("Color", Color) = (1,1,1,1) - _MainTex ("Albedo (RGB)", 2D) = "white" {} - _Normal("Normal map", 2D) = "bump" {} - - _NoiseTex ("Noise", 2D) = "white" {} - _MovementDirection ("Movement Direction", float) = (0, -1, 0, 1) - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 - } - SubShader - { - Tags{ "RenderType"="Transparent" "Queue"="Transparent"} - Blend SrcAlpha OneMinusSrcAlpha - LOD 100 - Cull [_Cull] - Lighting Off - ZWrite On - - CGPROGRAM - // Physically based Standard lighting model, and enable shadows on all light types - #pragma surface surf Standard fullforwardshadows alpha - - // Use shader model 3.0 target, to get nicer looking lighting - #pragma target 3.0 - - sampler2D _MainTex; - sampler2D _Normal; - sampler2D _NoiseTex; - - half2 _MovementDirection; - - struct Input - { - float2 uv_MainTex; - float2 uv_Normal; - float2 uv_NoiseTex; - }; - - fixed4 _Color; - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - fixed4 pixel, alphaPixel; - void surf (Input IN, inout SurfaceOutputStandard o) - { - IN.uv_NoiseTex += _MovementDirection * _Time.y / 2.0; - IN.uv_MainTex += _MovementDirection * _Time.y; - IN.uv_Normal += _MovementDirection * _Time.y / 2.0; - - alphaPixel = tex2D (_NoiseTex, IN.uv_NoiseTex); - - pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color * alphaPixel.r; - o.Albedo = pixel.rgb; - - o.Normal = tex2D(_Normal, IN.uv_Normal); - - o.Alpha = alphaPixel.r; - } - ENDCG - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plasma.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Plasma.shader.meta deleted file mode 100644 index 8b7d947..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plasma.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 19e79e6fdce5d29418196afe8a2347a0 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus.meta deleted file mode 100644 index 04d94e3..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 55684000f4861884493956bf176688a4 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line Material.mat b/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line Material.mat deleted file mode 100644 index 09c356a..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line Material.mat +++ /dev/null @@ -1,28 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!21 &2100000 -Material: - serializedVersion: 6 - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: Plexus Line Material - m_Shader: {fileID: 4800000, guid: f92fef4e8869e674b8dbc8fb64db23cd, type: 3} - m_ShaderKeywords: - m_LightmapFlags: 4 - m_EnableInstancingVariants: 0 - m_DoubleSidedGI: 1 - m_CustomRenderQueue: -1 - stringTagMap: {} - disabledShaderPasses: [] - m_SavedProperties: - serializedVersion: 3 - m_TexEnvs: [] - m_Floats: - - _Cull: 0 - m_Colors: - - _BoxDims: {r: 5, g: 4, b: 5, a: 1} - - _Color: {r: 0, g: 1, b: 0, a: 1} - - _Emission1: {r: 2.56, g: 0, b: 0, a: 1} - - _Emission2: {r: 0, g: 1.95, b: 2.52, a: 1} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line.shader deleted file mode 100644 index 0e91402..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line.shader +++ /dev/null @@ -1,107 +0,0 @@ -/* - ██████╗░██╗░░░░░███████╗██╗░░██╗██╗░░░██╗░██████╗  ██╗░░░░░██╗███╗░░██╗███████╗ - ██╔══██╗██║░░░░░██╔════╝╚██╗██╔╝██║░░░██║██╔════╝  ██║░░░░░██║████╗░██║██╔════╝ - ██████╔╝██║░░░░░█████╗░░░╚███╔╝░██║░░░██║╚█████╗░  ██║░░░░░██║██╔██╗██║█████╗░░ - ██╔═══╝░██║░░░░░██╔══╝░░░██╔██╗░██║░░░██║░╚═══██╗  ██║░░░░░██║██║╚████║██╔══╝░░ - ██║░░░░░███████╗███████╗██╔╝╚██╗╚██████╔╝██████╔╝  ███████╗██║██║░╚███║███████╗ - ╚═╝░░░░░╚══════╝╚══════╝╚═╝░░╚═╝░╚═════╝░╚═════╝░  ╚══════╝╚═╝╚═╝░░╚══╝╚══════╝ - - ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Plexus Line" -{ - Properties - { - _Color ("Color", Color) = (0, 1, 0, 1) - [HDR] _Emission1 ("Emission1", Color) = (2.56, 0, 0, 1) - [HDR] _Emission2 ("Emission2", Color) = (0, 1.95, 2.52, 1) - _BoxDims ("Box Dimensions", float) = (5, 5, 5, 1) // Controlled by Plexus.cs - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 0 - } - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 100 - Cull [_Cull] - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata - { - float4 vertex : POSITION; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - float4 vertex : SV_POSITION; - fixed4 col : TEXCOORD0; - }; - - fixed4 _Color; - fixed4 _Emission1, _Emission2; - half4 _BoxDims; - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - v2f vert (appdata v) - { - v2f o; - - o.vertex = UnityObjectToClipPos(v.vertex); - o.col = fixed4((clamp(o.vertex.xyz/_BoxDims.xyz, -1, 1) + 1.0) / 2.0, 1); - - return o; - } - - fixed4 pixel; - fixed4 frag (v2f i) : SV_Target - { - pixel = _Color + lerp(_Emission1, _Emission2, i.col); - - return pixel; - } - ENDCG - } - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line.shader.meta deleted file mode 100644 index a3c7c49..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus Line.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f92fef4e8869e674b8dbc8fb64db23cd -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.compute b/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.compute deleted file mode 100644 index ccd3870..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.compute +++ /dev/null @@ -1,94 +0,0 @@ -/* -██████╗░██╗░░░░░███████╗██╗░░██╗██╗░░░██╗░██████╗  ░█████╗░░█████╗░███╗░░░███╗██████╗░██╗░░░██╗████████╗███████╗ -██╔══██╗██║░░░░░██╔════╝╚██╗██╔╝██║░░░██║██╔════╝  ██╔══██╗██╔══██╗████╗░████║██╔══██╗██║░░░██║╚══██╔══╝██╔════╝ -██████╔╝██║░░░░░█████╗░░░╚███╔╝░██║░░░██║╚█████╗░  ██║░░╚═╝██║░░██║██╔████╔██║██████╔╝██║░░░██║░░░██║░░░█████╗░░ -██╔═══╝░██║░░░░░██╔══╝░░░██╔██╗░██║░░░██║░╚═══██╗  ██║░░██╗██║░░██║██║╚██╔╝██║██╔═══╝░██║░░░██║░░░██║░░░██╔══╝░░ -██║░░░░░███████╗███████╗██╔╝╚██╗╚██████╔╝██████╔╝  ╚█████╔╝╚█████╔╝██║░╚═╝░██║██║░░░░░╚██████╔╝░░░██║░░░███████╗ -╚═╝░░░░░╚══════╝╚══════╝╚═╝░░╚═╝░╚═════╝░╚═════╝░  ░╚════╝░░╚════╝░╚═╝░░░░░╚═╝╚═╝░░░░░░╚═════╝░░░░╚═╝░░░╚══════╝ - - ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -#pragma kernel MoveParticels - -RWStructuredBuffer positions; -RWStructuredBuffer defaultPositions; -RWStructuredBuffer velocities; - -float deltaTime; -float elapsedTime; -float particleSpeed; - -// really rounded -#define PI 3.14 -#define PI_M_2 6.28 -#define PI_D_2 1.57 - -// Sine from Taylor series -half ta_sin(half theta) { - half a = theta + PI_D_2; - theta = ((a>0) ? a - PI_M_2*((int)(a / PI_M_2)) : (-a + PI_M_2*((int)(a / PI_M_2)))) - PI_D_2; - - if (theta > PI_D_2) - theta = PI - theta; - - half x3 = theta * theta * theta; - - return theta - (x3 / 6.0) + (x3 * theta * theta) / 120.0; -} - -half ta_cos(half theta) { - return ta_sin(90.0 - theta); -} - -float distSqr(half3 p1, half3 p2) -{ - return (p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y) + (p1.z - p2.z) * (p1.z - p2.z); -} - -half3 randomMovement(uint3 id) { - return - half3(frac(sin(id.x + ta_sin(id.x + ta_cos(elapsedTime))) * particleSpeed) - .5, - frac(cos(id.x + ta_sin(id.x + ta_sin(elapsedTime))) * particleSpeed) - .5, - frac(sin(id.x + ta_sin(id.x) * ta_cos(elapsedTime)) * particleSpeed) - .5 - ); -} - -[numthreads(1,1,1)] -void MoveParticels(uint3 id : SV_DispatchThreadID) -{ - // id.x - - velocities[id.x] += randomMovement(id.x) * .1; - velocities[id.x] += (defaultPositions[id.x] - positions[id.x]) * distSqr(positions[id.x], defaultPositions[id.x]) * .1; - - velocities[id.x] = normalize(velocities[id.x]); - - positions[id.x] += velocities[id.x] * particleSpeed * deltaTime; -} \ No newline at end of file diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.compute.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.compute.meta deleted file mode 100644 index b3270ad..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0396ae06a645dc94696336944bc11f1f -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 4 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.cs b/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.cs deleted file mode 100644 index 64315f5..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.cs +++ /dev/null @@ -1,237 +0,0 @@ -/* - ██████╗░██╗░░░░░███████╗██╗░░██╗██╗░░░██╗░██████╗ - ██╔══██╗██║░░░░░██╔════╝╚██╗██╔╝██║░░░██║██╔════╝ - ██████╔╝██║░░░░░█████╗░░░╚███╔╝░██║░░░██║╚█████╗░ - ██╔═══╝░██║░░░░░██╔══╝░░░██╔██╗░██║░░░██║░╚═══██╗ - ██║░░░░░███████╗███████╗██╔╝╚██╗╚██████╔╝██████╔╝ - ╚═╝░░░░░╚══════╝╚══════╝╚═╝░░╚═╝░╚═════╝░╚═════╝░ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -//[ExecuteAlways] -public class Plexus : MonoBehaviour -{ - public ComputeShader plexus; - - public int amountOfPoints = 100; - public int PPPS = 2; // Processed Points Per Second - public float lineWidth = 0.02f; - public Material lineMaterial; - - public Vector3 box = new Vector3(4, 4, 4); - - public float particleSpeed = 1.0f; - public float maxConnDistance = 3.0f; // The maximum distance for two points to connect - private float maxConnDistanceSqr; - - private Vector3[] defaultPositions; - private Vector3[] velocities; - private Vector3[] positions; - - private Mesh lineMesh; - - private void Start() - { - lineMaterial.SetVector("_BoxDims", new Vector4(box.x, box.y, box.z, 1)); - - positions = new Vector3[amountOfPoints]; - defaultPositions = new Vector3[amountOfPoints]; - for (int i = 0; i < amountOfPoints; ++i) - { - positions[i] = new Vector3( - Random.Range(-box.x, box.x), - Random.Range(-box.y, box.y), - Random.Range(-box.z, box.z)); - - defaultPositions[i] = positions[i]; - } - - lineMesh = new Mesh(); - - int[] trigs = new int[6]; - - trigs[0] = 0; - trigs[1] = 1; - trigs[2] = 2; - - trigs[3] = 3; - trigs[4] = 2; - trigs[5] = 1; - - lineMesh.vertices = verts; - lineMesh.triangles = trigs; - - velocities = new Vector3[amountOfPoints]; - StartCoroutine(ConnectDots()); - } - - private void Update() - { - MovePoints(); - RenderLines(); - } - - private void MovePoints() - { - int kernelIndex = plexus.FindKernel("MoveParticels"); - - // sizeof(float3) == 12 - ComputeBuffer positionsBuffer = new ComputeBuffer(positions.Length, 12); - positionsBuffer.SetData(positions); - plexus.SetBuffer(kernelIndex, "positions", positionsBuffer); - - // sizeof(float3) == 12 - ComputeBuffer defaultPositionsBuffer = new ComputeBuffer(defaultPositions.Length, 12); - defaultPositionsBuffer.SetData(defaultPositions); - plexus.SetBuffer(kernelIndex, "defaultPositions", defaultPositionsBuffer); - - // sizeof(float3) == 12 - ComputeBuffer velocitiesBuffer = new ComputeBuffer(velocities.Length, 12); - velocitiesBuffer.SetData(velocities); - plexus.SetBuffer(kernelIndex, "velocities", velocitiesBuffer); - - - plexus.SetFloat("deltaTime", Time.deltaTime); - plexus.SetFloat("elapsedTime", Time.time); - plexus.SetFloat("particleSpeed", particleSpeed); - - plexus.Dispatch(kernelIndex, positions.Length, 1, 1); - - positionsBuffer.GetData(positions); - - positionsBuffer.Release(); - defaultPositionsBuffer.Release(); - velocitiesBuffer.Release(); - } - - private static float DistanceSqr(Vector3 p1, Vector3 p2) - { - return (p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y) + (p1.z - p2.z) * (p1.z - p2.z); - } - - Vector3 normal, side, p1, p2; - int startingVerticesIndex = 0; - List lineTrigs = new List(); - List lineVerts = new List(); - Vector3[] verts = new Vector3[4]; - int[] trigs = new int[6]; - private void RenderLines() - { - lineMesh = new Mesh(); - for (int i = 0; i < connected.Count; ++i) - { - // DrawLine(positions[connected[i].Key], positions[connected[i].Value]); - //transform.position - positions[connected[i].Key], // local to world space - //transform.position - positions[connected[i].Value]); // local to world space - - p1 = positions[connected[i].Key]; - p2 = positions[connected[i].Value]; - - normal = Vector3.Cross(p1, p2); - side = Vector3.Cross(normal, p2 - p1); - side.Normalize(); - - - startingVerticesIndex = lineVerts.Count; - - - verts[0] = p1 + side * (lineWidth / 2); - verts[1] = p1 + side * (lineWidth / -2); - verts[2] = p2 + side * (lineWidth / 2); - verts[3] = p2 + side * (lineWidth / -2); - - - trigs[0] = startingVerticesIndex; - trigs[1] = trigs[5] = startingVerticesIndex + 1; - trigs[2] = trigs[4] = startingVerticesIndex + 2; - trigs[3] = startingVerticesIndex + 3; - - - lineVerts.AddRange(verts); - lineTrigs.AddRange(trigs); - } - - lineMesh.vertices = lineVerts.ToArray(); - lineMesh.triangles = lineTrigs.ToArray(); - - // Drawing the mesh - lineMesh.RecalculateBounds(); - Graphics.DrawMesh(lineMesh, transform.localToWorldMatrix, lineMaterial, 0); - - // Emptying the memory - lineTrigs.Clear(); - lineVerts.Clear(); - } - - [HideInInspector] - public bool isEnabled = false; - List> connected = new List>(); - HashSet> connectedHashSet = new HashSet>(); - - private IEnumerator ConnectDots() - { - // the idea behind this code is to extend the connection of dots in time - // not to do it each frame for all points but instead of doing it each frame for - // N points - - WaitForEndOfFrame wfeof = new WaitForEndOfFrame(); - int indx = 0, i = 0, j = 0; - Vector3 currentPos; - - maxConnDistanceSqr = maxConnDistance * maxConnDistance; - - do - { - yield return wfeof; - for (j = 0; j < PPPS; ++j) - { - currentPos = positions[indx]; - - connected.RemoveAll(x => x.Key == indx || x.Value == indx); - connectedHashSet.RemoveWhere(x => x.Key == indx || x.Value == indx); - - for (i = 0; i < amountOfPoints; ++i) - { - if (i == indx) - continue; - - if (DistanceSqr(currentPos, positions[i]) < maxConnDistanceSqr) - { - KeyValuePair k = new KeyValuePair(indx, i); - if(connectedHashSet.Add(k)) - connected.Add(new KeyValuePair(indx, i)); - } - } - - ++indx; - if (indx >= amountOfPoints) - indx = 0; - } - } while (!isEnabled); - } -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.cs.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.cs.meta deleted file mode 100644 index c7089c5..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Plexus/Plexus.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 66bd5c73cd1c467458a55f95ff648743 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Simple Sine Wave.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Simple Sine Wave.shader deleted file mode 100644 index ae0e388..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Simple Sine Wave.shader +++ /dev/null @@ -1,125 +0,0 @@ -/* - ░██████╗██╗███╗░░░███╗██████╗░██╗░░░░░███████╗  ░██████╗██╗███╗░░██╗███████╗ - ██╔════╝██║████╗░████║██╔══██╗██║░░░░░██╔════╝  ██╔════╝██║████╗░██║██╔════╝ - ╚█████╗░██║██╔████╔██║██████╔╝██║░░░░░█████╗░░  ╚█████╗░██║██╔██╗██║█████╗░░ - ░╚═══██╗██║██║╚██╔╝██║██╔═══╝░██║░░░░░██╔══╝░░  ░╚═══██╗██║██║╚████║██╔══╝░░ - ██████╔╝██║██║░╚═╝░██║██║░░░░░███████╗███████╗  ██████╔╝██║██║░╚███║███████╗ - ╚═════╝░╚═╝╚═╝░░░░░╚═╝╚═╝░░░░░╚══════╝╚══════╝  ╚═════╝░╚═╝╚═╝░░╚══╝╚══════╝ - - ░██╗░░░░░░░██╗░█████╗░██╗░░░██╗███████╗  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ░██║░░██╗░░██║██╔══██╗██║░░░██║██╔════╝  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ░╚██╗████╗██╔╝███████║╚██╗░██╔╝█████╗░░  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ░░████╔═████║░██╔══██║░╚████╔╝░██╔══╝░░  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ░░╚██╔╝░╚██╔╝░██║░░██║░░╚██╔╝░░███████╗  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ░░░╚═╝░░░╚═╝░░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Simple Sine Wave" -{ - Properties - { - _Color ("Color", Color) = (1,1,1,1) - _MainTex ("Albedo (RGB)", 2D) = "white" {} - _Normal ("Normal Map", 2D) = "bump" {} - _Speed ("Speed", float) = 1.25 - _Amplitude ("Amplitude", float) = 1.0 - - _Smoothness ("Smoothness", Range(0, 1)) = 0.5 - _Metallic ("Metallic", Range(0, 1)) = 0.5 - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 - } - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 150 - Cull [_Cull] - ZWrite On - - CGPROGRAM - // Physically based Standard lighting model, and enable shadows on all light types - #pragma surface surf Standard addshadow fullforwardshadows - #pragma vertex vert - - #ifndef SHADER_API_D3D11 - #pragma target 3.0 - #else - #pragma target 4.0 - #endif - - fixed4 _Color; - - sampler2D _MainTex; - sampler2D _Normal; - - half _Smoothness; - half _Metallic; - - half _Speed; - half _Amplitude; - - struct Input - { - float2 uv_MainTex; - float2 uv_Normal; - }; - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - fixed4 pixel; - void surf (Input IN, inout SurfaceOutputStandard o) - { - pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color; - o.Albedo = pixel.rgb; - - o.Smoothness = _Smoothness; - o.Metallic = _Metallic; - - o.Normal = tex2D(_Normal, IN.uv_Normal); - } - - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - fixed4 color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - void vert(inout appdata v){ - v.vertex.y = sin((_Time.y + v.vertex.x) * _Speed) * _Amplitude; - } - - ENDCG - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Simple Sine Wave.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Simple Sine Wave.shader.meta deleted file mode 100644 index 9fd2764..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Simple Sine Wave.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 5e366272114d7d541bdf3e04c3a79d20 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Snow.shader b/Assets/Ultimate 10 Plus Shaders/Shaders/Snow.shader deleted file mode 100644 index 5ad955f..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Snow.shader +++ /dev/null @@ -1,134 +0,0 @@ -/* - ░██████╗███╗░░██╗░█████╗░░██╗░░░░░░░██╗  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ - ██╔════╝████╗░██║██╔══██╗░██║░░██╗░░██║  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ - ╚█████╗░██╔██╗██║██║░░██║░╚██╗████╗██╔╝  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ - ░╚═══██╗██║╚████║██║░░██║░░████╔═████║░  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ - ██████╔╝██║░╚███║╚█████╔╝░░╚██╔╝░╚██╔╝░  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ - ╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░░  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ - - █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ - █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ - ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ -____________________________________________________________________________________________________________________________________________ - - ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ - █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ -____________________________________________________________________________________________________________________________________________ -License: - The license is ATTRIBUTION 3.0 - - More license info here: - https://creativecommons.org/licenses/by/3.0/ -____________________________________________________________________________________________________________________________________________ -This shader has NOT been tested on any other PC configuration except the following: - CPU: Intel Core i5-6400 - GPU: NVidia GTX 750Ti - RAM: 16GB - Windows: 10 x64 - DirectX: 11 -____________________________________________________________________________________________________________________________________________ -*/ - -Shader "Ultimate 10+ Shaders/Snow" -{ - Properties - { - _Color ("Color", Color) = (1,1,1,1) - _MainTex ("Albedo (RGB)", 2D) = "white" {} - _Normal ("Normal Map", 2D) = "bump" {} - - _Glossiness ("Smoothness", Range(0,1)) = 0.5 - _Metallic ("Metallic", Range(0,1)) = 0.0 - - _SnowColor ("Snow Color", Color) = (1,1,1,1) - _SnowNormal ("Snow Normal Map", 2D) = "bump" {} - - _SnowGlossiness ("Snow Smoothness", Range(0,1)) = 0.5 - _SnowMetallic ("Snow Metallic", Range(0,1)) = 0.0 - - _SnowDirection ("Snow Direction", Vector) = (0, 1, 0, 1) - _SnowAmount ("Snow Amount", Range(0, 1)) = 0.75 - - [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2 - } - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 150 - Cull [_Cull] - - CGPROGRAM - // Physically based Standard lighting model, and enable shadows on all light types - #pragma surface surf Standard fullforwardshadows - #pragma vertex vert - - #ifndef SHADER_API_D3D11 - #pragma target 3.0 - #else - #pragma target 4.0 - #endif - - fixed4 _Color; - sampler2D _MainTex; - sampler2D _Normal; - - half _Glossiness; - half _Metallic; - - fixed4 _SnowColor; - sampler2D _SnowNormal; - - half _SnowGlossiness; - half _SnowMetallic; - - half3 _SnowDirection; - fixed _SnowAmount; - - struct Input - { - float2 uv_MainTex; - float2 uv_Normal; - float2 uv_SnowNormal; - float dotProduct; - }; - - // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. - // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. - // #pragma instancing_options assumeuniformscaling - UNITY_INSTANCING_BUFFER_START(Props) - // put more per-instance properties here - UNITY_INSTANCING_BUFFER_END(Props) - - fixed4 pixel; - void surf (Input IN, inout SurfaceOutputStandard o) - { - pixel = lerp(tex2D (_MainTex, IN.uv_MainTex) * _Color, _SnowColor, IN.dotProduct); - - o.Albedo = pixel.rgb; - o.Normal = UnpackNormal(lerp(tex2D(_Normal, IN.uv_Normal), tex2D(_SnowNormal, IN.uv_SnowNormal), IN.dotProduct)); - - o.Metallic = lerp(_Metallic, _SnowMetallic, IN.dotProduct); - o.Smoothness = lerp(_Glossiness, _SnowGlossiness, IN.dotProduct); - } - - struct appdata { - float4 vertex : POSITION; - float4 tangent : TANGENT; - float3 normal : NORMAL; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; - fixed4 color : COLOR; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - fixed4 texPixel; - void vert (inout appdata vert, out Input o){ - UNITY_INITIALIZE_OUTPUT(Input, o); - o.dotProduct = saturate(dot(UnityObjectToWorldDir(vert.normal), normalize(_SnowDirection))); - o.dotProduct = (o.dotProduct < 1.0 - _SnowAmount) ? 0 : o.dotProduct; - } - ENDCG - } - FallBack "Diffuse" -} diff --git a/Assets/Ultimate 10 Plus Shaders/Shaders/Snow.shader.meta b/Assets/Ultimate 10 Plus Shaders/Shaders/Snow.shader.meta deleted file mode 100644 index 96037e7..0000000 --- a/Assets/Ultimate 10 Plus Shaders/Shaders/Snow.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8ab8c471adfe2654686be846e61fa1a2 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: