ghfghgfhgf

This commit is contained in:
2025-05-02 14:58:30 +01:00
parent e706d5577a
commit abfc6cd910
43 changed files with 2231 additions and 102 deletions

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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
}
}
}

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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/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
}
}
}

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fileFormatVersion: 2
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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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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/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"
}

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fileFormatVersion: 2
guid: 8842c84d9ff79e24abe4295f91ae4a7a
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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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/Edge Detection" /* The edge detection algorithm that is implemented in this shader is named "Sobel Edge Detection" */
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" }
Cull Back
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;
};
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 onePixelW, onePixelH;
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;
onePixelW = 1.0 / _ScreenParams.x;
onePixelH = 1.0 / _ScreenParams.y;
pixel = 0;
pixel = abs(
tex2D(_GrabTexture, half2(uv.x - onePixelW, uv.y)) -
tex2D(_GrabTexture, half2(uv.x + onePixelW, uv.y)) +
tex2D(_GrabTexture, half2(uv.x, uv.y + onePixelH)) -
tex2D(_GrabTexture, half2(uv.x, uv.y - onePixelH))
);
return pixel * _Color;
}
ENDCG
}
}
}

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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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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/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"
}

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fileFormatVersion: 2
guid: 2bffc50af4b1ff34cb151aa15bb9edb4
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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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/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"
}

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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/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"
}

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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/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"
}

View File

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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/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"
}

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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/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"
}

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%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:
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m_EnableInstancingVariants: 0
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stringTagMap: {}
disabledShaderPasses: []
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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}

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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/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"
}

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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
____________________________________________________________________________________________________________________________________________
*/
#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;
}

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currentAPIMask: 4
userData:
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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
____________________________________________________________________________________________________________________________________________
*/
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);
}
}

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MonoImporter:
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serializedVersion: 2
defaultReferences: []
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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/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"
}

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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/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"
}

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