This commit is contained in:
2025-05-13 03:30:23 +03:00
parent 224cfc8cf6
commit 5c489bb6ee
554 changed files with 1114771 additions and 0 deletions
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Shader "Custom/JoystickCircle" {
Properties{
_Color ("Main Color", Color) = (1,1,1,1)
_Falloff ("Falloff", Float) = 0.025
}
SubShader {
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType"="Plane"
}
Pass {
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
ZTest Always
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Falloff;
float4 _Color;
struct v2f {
float4 pos : SV_POSITION;
float3 color : COLOR0;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_base v){
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.color = v.normal * 0.5 + 0.5;
o.uv = v.texcoord.xy;
return o;
}
half4 frag (v2f i) : COLOR{
float radius = length(i.uv - 0.5f) * 2.0f;
//clip(1.0f - radius);
float falloffRadius = 1.0f - clamp(radius, 1.0f - _Falloff, 1.0f);
float falloff = pow(falloffRadius / _Falloff, 1.0f / 2);
float3 color = falloff;
return half4 (_Color.rgb, _Color.a * falloff);
}
ENDCG
}
}
Fallback "VertexLit"
}
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Shader "Unlit/Oscilloscope"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
ZTest Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return i.color;
}
ENDCG
}
}
}
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Shader "Custom/SegmentDisplay" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_EmissionColor("EmissionColor", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_SegmentMask("Segment mask", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 4.0
sampler2D _MainTex;
sampler2D _SegmentMask;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float4 _EmissionColor;
int segments;
void surf (Input IN, inout SurfaceOutputStandard o) {
float4 cc = tex2D(_MainTex, IN.uv_MainTex);
float msk = tex2D(_SegmentMask, IN.uv_MainTex).r;
uint id = (uint)(msk * 255.0f) / 20;
//o.Emission = msk;
if ((uint)segments & (1 << (id - 1))) {
o.Emission = _EmissionColor.rgb *cc.r;
}
o.Albedo = cc.r * 0.08f;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha =1;
}
ENDCG
}
FallBack "Diffuse"
}
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