mirror of
https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-04 01:49:07 +00:00
Fixed shaders
Removed unused shaders from project
This commit is contained in:
83
Assets/EdgeDetMat.mat
Normal file
83
Assets/EdgeDetMat.mat
Normal file
@@ -0,0 +1,83 @@
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@@ -1,8 +1,8 @@
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skinWeightsMode: 0
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maxBonesPerVertex: 4
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minBoneWeight: 0.001
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tangentSpace:
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normalSmoothAngle: 60
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normalImportMode: 0
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tangentImportMode: 3
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normalCalculationMode: 4
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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blendShapeNormalImportMode: 1
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normalSmoothingSource: 0
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referencedClips: []
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importAnimation: 1
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humanDescription:
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serializedVersion: 3
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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armStretch: 0.05
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legStretch: 0.05
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globalScale: 1
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rootMotionBoneName:
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hasExtraRoot: 0
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skeletonHasParents: 1
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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autoGenerateAvatarMappingIfUnspecified: 1
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animationType: 2
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humanoidOversampling: 1
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avatarSetup: 0
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importAnimation: 1
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copyAvatar: 0
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humanDescription:
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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||||||
armStretch: 0.05
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legStretch: 0.05
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feetSpacing: 0
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rootMotionBoneName:
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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animationType: 1
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humanoidOversampling: 1
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assetBundleVariant:
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@@ -1,125 +0,0 @@
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/*
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||||||
██████╗░██╗░░░░░██╗░░░██╗██████╗░ ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
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██╔══██╗██║░░░░░██║░░░██║██╔══██╗ ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
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██████╦╝██║░░░░░██║░░░██║██████╔╝ ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
|
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||||||
██╔══██╗██║░░░░░██║░░░██║██╔══██╗ ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
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██████╦╝███████╗╚██████╔╝██║░░██║ ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
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||||||
╚═════╝░╚══════╝░╚═════╝░╚═╝░░╚═╝ ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
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||||||
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||||||
█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
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▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
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____________________________________________________________________________________________________________________________________________
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||||||
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||||||
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
|
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||||||
█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
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||||||
____________________________________________________________________________________________________________________________________________
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License:
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||||||
The license is ATTRIBUTION 3.0
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More license info here:
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https://creativecommons.org/licenses/by/3.0/
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____________________________________________________________________________________________________________________________________________
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This shader has NOT been tested on any other PC configuration except the following:
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CPU: Intel Core i5-6400
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GPU: NVidia GTX 750Ti
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RAM: 16GB
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Windows: 10 x64
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DirectX: 11
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____________________________________________________________________________________________________________________________________________
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*/
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Shader "Ultimate 10+ Shaders/Blur"
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{
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Properties
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||||||
{
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||||||
_Color ("Color", Color) = (1,1,1,1)
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_BlurAmount ("Blur Amount", Range(0, 0.03)) = 0.0128
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}
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SubShader
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{
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Tags { "Queue"="Transparent" }
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Cull Back
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ZTest Always
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GrabPass { }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 position : POSITION;
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float4 screenPos : TEXCOORD0;
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};
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half _BlurAmount;
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fixed4 _Color;
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sampler2D _GrabTexture : register(s0);
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v2f vert(appdata input)
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{
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v2f output;
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output.position = UnityObjectToClipPos(input.vertex);
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output.screenPos = output.position;
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return output;
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}
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half4 pixel;
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half2 uv;
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fixed i = 0;
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half iBlur;
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half4 frag(v2f input) : SV_Target
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{
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uv = input.screenPos.xy / input.screenPos.w;
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||||||
uv.x = (uv.x + 1) * .5;
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||||||
uv.y = 1.0 - (uv.y + 1) * .5;
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||||||
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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c1662f12eab0ae946b01744f1eb4e6d7
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e7a63e85a04f2f649805b8fbc5850027
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8842c84d9ff79e24abe4295f91ae4a7a
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2bffc50af4b1ff34cb151aa15bb9edb4
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a15eddaf83eb0bb40804b6d17af6f3df
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0b65beeff2abd8f49a7633b323425f2c
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4889fcee5f0084a4e8a1c45f616a86dd
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a9a8211f737bfbd4fb8a469399c59177
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 19e79e6fdce5d29418196afe8a2347a0
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 55684000f4861884493956bf176688a4
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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}
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f92fef4e8869e674b8dbc8fb64db23cd
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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<float3> positions;
|
|
||||||
RWStructuredBuffer<float3> defaultPositions;
|
|
||||||
RWStructuredBuffer<float3> 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;
|
|
||||||
}
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0396ae06a645dc94696336944bc11f1f
|
|
||||||
ComputeShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
currentAPIMask: 4
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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<int> lineTrigs = new List<int>();
|
|
||||||
List<Vector3> lineVerts = new List<Vector3>();
|
|
||||||
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<KeyValuePair<int, int>> connected = new List<KeyValuePair<int, int>>();
|
|
||||||
HashSet<KeyValuePair<int, int>> connectedHashSet = new HashSet<KeyValuePair<int, int>>();
|
|
||||||
|
|
||||||
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<int, int> k = new KeyValuePair<int, int>(indx, i);
|
|
||||||
if(connectedHashSet.Add(k))
|
|
||||||
connected.Add(new KeyValuePair<int, int>(indx, i));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
++indx;
|
|
||||||
if (indx >= amountOfPoints)
|
|
||||||
indx = 0;
|
|
||||||
}
|
|
||||||
} while (!isEnabled);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 66bd5c73cd1c467458a55f95ff648743
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5e366272114d7d541bdf3e04c3a79d20
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,134 +0,0 @@
|
|||||||
/*
|
|
||||||
░██████╗███╗░░██╗░█████╗░░██╗░░░░░░░██╗ ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
|
|
||||||
██╔════╝████╗░██║██╔══██╗░██║░░██╗░░██║ ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
|
|
||||||
╚█████╗░██╔██╗██║██║░░██║░╚██╗████╗██╔╝ ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
|
|
||||||
░╚═══██╗██║╚████║██║░░██║░░████╔═████║░ ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
|
|
||||||
██████╔╝██║░╚███║╚█████╔╝░░╚██╔╝░╚██╔╝░ ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
|
|
||||||
╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░░ ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
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█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
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▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
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||||||
____________________________________________________________________________________________________________________________________________
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||||||
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||||||
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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||||||
█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
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||||||
____________________________________________________________________________________________________________________________________________
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||||||
License:
|
|
||||||
The license is ATTRIBUTION 3.0
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||||||
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|
||||||
More license info here:
|
|
||||||
https://creativecommons.org/licenses/by/3.0/
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|
||||||
____________________________________________________________________________________________________________________________________________
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|
||||||
This shader has NOT been tested on any other PC configuration except the following:
|
|
||||||
CPU: Intel Core i5-6400
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|
||||||
GPU: NVidia GTX 750Ti
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|
||||||
RAM: 16GB
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|
||||||
Windows: 10 x64
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|
||||||
DirectX: 11
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|
||||||
____________________________________________________________________________________________________________________________________________
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|
||||||
*/
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|
||||||
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|
||||||
Shader "Ultimate 10+ Shaders/Snow"
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|
||||||
{
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|
||||||
Properties
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|
||||||
{
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|
||||||
_Color ("Color", Color) = (1,1,1,1)
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|
||||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
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|
||||||
_Normal ("Normal Map", 2D) = "bump" {}
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|
||||||
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|
||||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
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|
||||||
_Metallic ("Metallic", Range(0,1)) = 0.0
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|
||||||
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|
||||||
_SnowColor ("Snow Color", Color) = (1,1,1,1)
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|
||||||
_SnowNormal ("Snow Normal Map", 2D) = "bump" {}
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|
||||||
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|
||||||
_SnowGlossiness ("Snow Smoothness", Range(0,1)) = 0.5
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|
||||||
_SnowMetallic ("Snow Metallic", Range(0,1)) = 0.0
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|
||||||
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|
||||||
_SnowDirection ("Snow Direction", Vector) = (0, 1, 0, 1)
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|
||||||
_SnowAmount ("Snow Amount", Range(0, 1)) = 0.75
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|
||||||
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|
||||||
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
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|
||||||
}
|
|
||||||
SubShader
|
|
||||||
{
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|
||||||
Tags { "RenderType"="Opaque" }
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|
||||||
LOD 150
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|
||||||
Cull [_Cull]
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|
||||||
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|
||||||
CGPROGRAM
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|
||||||
// Physically based Standard lighting model, and enable shadows on all light types
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|
||||||
#pragma surface surf Standard fullforwardshadows
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|
||||||
#pragma vertex vert
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|
||||||
|
|
||||||
#ifndef SHADER_API_D3D11
|
|
||||||
#pragma target 3.0
|
|
||||||
#else
|
|
||||||
#pragma target 4.0
|
|
||||||
#endif
|
|
||||||
|
|
||||||
fixed4 _Color;
|
|
||||||
sampler2D _MainTex;
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|
||||||
sampler2D _Normal;
|
|
||||||
|
|
||||||
half _Glossiness;
|
|
||||||
half _Metallic;
|
|
||||||
|
|
||||||
fixed4 _SnowColor;
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|
||||||
sampler2D _SnowNormal;
|
|
||||||
|
|
||||||
half _SnowGlossiness;
|
|
||||||
half _SnowMetallic;
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|
||||||
|
|
||||||
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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8ab8c471adfe2654686be846e61fa1a2
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
Reference in New Issue
Block a user