This commit is contained in:
2025-05-13 05:18:03 +03:00
parent 0790b782f2
commit 2ca246b75c
1494 changed files with 22057 additions and 0 deletions
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Shader "Custom/Aperture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb * saturate(IN.uv_MainTex.y);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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fileFormatVersion: 2
guid: cbafe7d7c74a39645ae3d2d30958310c
ShaderImporter:
defaultTextures: []
userData:
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Shader "Custom/DualLayer" {
Properties {
_DiffuseColor ("Diffuse Color", Color) = (1.0,1.0,1.0,1.0)
_SpecColor ("Spec Color", Color) = (1.0,1.0,1.0,1.0)
_MainTex ("DiffuseMap", 2D) = "white" {}
_SpecularMap ("SpecularMap", 2D) = "white" {}
_ReflectionIntensity ("Reflection Intensity", Float) = 0.5
_Shininess ("Specular Shininess", Float) = 0.078125
_Gloss ("Specular Gloss", Float) = 0.078125
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _MainTex;
sampler2D _SpecularMap;
float _ReflectionIntensity;
float _Shininess;
float _Gloss;
float4 _DiffuseColor;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 d = tex2D (_MainTex, IN.uv_MainTex);
half s = tex2D (_SpecularMap, IN.uv_MainTex).a;
o.Albedo = _DiffuseColor.rgb * d.rgb;
o.Alpha = 1;
o.Gloss = _Gloss * s;
o.Specular = _Shininess;
}
ENDCG
}
FallBack "Diffuse"
}
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fileFormatVersion: 2
guid: 2f4f1e6ed4d869f46be478c26e308279
ShaderImporter:
defaultTextures: []
userData:
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Shader "Custom/EnergyField" {
Properties {
_DiffuseColor ("Diffuse Color", Color) = (1.0,1.0,1.0,1.0)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Blend SrcAlpha OneMinusSrcAlpha
Tags { "RenderType"="Transparent" "Queue" = "Transparent"}
Cull Front
CGPROGRAM
#pragma surface surf Lambert
float4 _DiffuseColor;
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Emission = _DiffuseColor.rgb;
o.Alpha = c.r;
}
ENDCG
Tags { "RenderType"="Transparent" "Queue" = "Transparent"}
Cull Back
CGPROGRAM
#pragma surface surf Lambert
float4 _DiffuseColor;
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Emission = _DiffuseColor.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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fileFormatVersion: 2
guid: 80cf839ff1775f745aada32293e78846
ShaderImporter:
defaultTextures: []
userData:
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/*Shader "Custom/Joystick" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_TintColor("Color Tint", Color) = (1,1,1,1)
}
SubShader {
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Lambert
float4 _TintColor;
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
float c = tex2D (_MainTex, IN.uv_MainTex).a;
o.Albedo = _TintColor.rgb;
o.Alpha = c * _TintColor.a;
}
ENDCG
}
FallBack "Diffuse"
}*/
Shader "Custom/Joystick" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_TintColor("Color Tint", Color) = (1,1,1,1)
}
SubShader {
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _TintColor;
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float3 tc : COLOR0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.tc = v.texcoord;
return o;
}
half4 frag (v2f i) : COLOR
{
float c = tex2D (_MainTex, i.tc).a;
return float4(_TintColor.rgb, c * _TintColor.a);
}
ENDCG
}
}
Fallback "VertexLit"
}
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fileFormatVersion: 2
guid: fc60c7c82a0cae746bf5cb022efcbb9a
ShaderImporter:
defaultTextures: []
userData:
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Shader "Custom/WaterSimple" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap ("Normal map", 2D) = "bump" {}
_Bumpiness ("Bumpiness", Float) = 1.0
_Shininess ("Specular Shininess", Float) = 0.078125
_Gloss ("Specular Gloss", Float) = 0.078125
_Fresnel("Fresnel Coef.", Float) = 0.35
_SpecColor ("Spec Color", Color) = (1.0,1.0,1.0,1.0)
_WorldS("World Scale", Float) = 1.0
_Opacity("Opacity", Float) = 0.5
_Scroll("Scroll", Vector) = (0,0,0,0)
}
SubShader {
Blend SrcAlpha OneMinusSrcAlpha
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 200
CGPROGRAM
#pragma surface surf BlinnPhong
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalMap;
float _Bumpiness;
float _Shininess;
float _Gloss;
float _Fresnel;
float _WorldS;
float _Opacity;
float4 _Scroll;
struct Input {
float2 uv_MainTex;
float3 worldPos;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
float2 uvSrc = IN.worldPos.xz * _WorldS;
float2 uv1 = uvSrc + _Time.y * _Scroll.xy;
float2 uv2 = uvSrc + _Time.y * _Scroll.zw;
float3 nm1 = UnpackNormal (tex2D (_NormalMap, uv1));
float3 nm2 = UnpackNormal (tex2D (_NormalMap, uv2));
float3 nm3 = (nm1 + nm2) * 0.5f;
float3 nm = lerp(float3(0,0,1), nm3, _Bumpiness);
o.Normal = nm;
o.Gloss = _Gloss;
o.Specular = _Shininess;
o.Alpha =_Opacity;
}
ENDCG
}
FallBack "Diffuse"
}
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fileFormatVersion: 2
guid: 28b01123449a808409ca904a206f2f58
ShaderImporter:
defaultTextures: []
userData: