diff options
Diffstat (limited to 'Assets/Art')
19 files changed, 918 insertions, 6 deletions
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a/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta b/Assets/Art/Shaders/Effects.meta index 41200932..c3fd23b5 100644 --- a/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta +++ b/Assets/Art/Shaders/Effects.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: abff7cb61c760094f8ab9437379e0f2c +guid: 66fad21734e122d4fa94e54e95824a9f folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader b/Assets/Art/Shaders/Effects/RimLight 1.shader new file mode 100644 index 00000000..28a86107 --- /dev/null +++ b/Assets/Art/Shaders/Effects/RimLight 1.shader @@ -0,0 +1,190 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASESampleShaders/RimLight" +{ + Properties + { + _RimColor("RimColor", Color) = (0,0,0,0) + _RimPower("RimPower", Range( 0 , 10)) = 0 + _Metallic("Metallic", 2D) = "white" {} + _Occlusion("Occlusion", 2D) = "white" {} + _Normals("Normals", 2D) = "bump" {} + _Albedo("Albedo", 2D) = "white" {} + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + _AlphaCutout("Alpha Cutout", FLoat) = 0.5 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" "IsEmissive" = "true" } + Cull Back + ZTest LEqual + BlendOp Add + Blend SrcAlpha OneMinusSrcAlpha + CGINCLUDE + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + fixed2 uv_texcoord; + float3 viewDir; + INTERNAL_DATA + }; + + uniform sampler2D _Normals; + uniform float4 _Normals_ST; + uniform sampler2D _Albedo; + uniform float4 _Albedo_ST; + uniform fixed _RimPower; + uniform fixed4 _RimColor; + uniform sampler2D _Metallic; + uniform float4 _Metallic_ST; + uniform sampler2D _Occlusion; + uniform float4 _Occlusion_ST; + + float _AlphaCutout; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_Normals = i.uv_texcoord * _Normals_ST.xy + _Normals_ST.zw; + fixed3 tex2DNode3 = UnpackNormal( tex2D( _Normals, uv_Normals ) ); + o.Normal = tex2DNode3; + float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; + fixed4 col = tex2D( _Albedo, uv_Albedo ); + if(col.a < _AlphaCutout) + discard; + o.Albedo = fixed3(1,1,1); + float3 normalizeResult23 = normalize( i.viewDir ); + float dotResult21 = dot( tex2DNode3 , normalizeResult23 ); + o.Emission = ( pow( ( 1.0 - saturate( dotResult21 ) ) , _RimPower ) * _RimColor ).rgb * 5; + float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw; + o.Metallic = tex2D( _Metallic, uv_Metallic ).r; + float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw; + o.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r; + o.Alpha = 0.5; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + + //Pass + //{ + // Name "ShadowCaster" + // Tags{ "LightMode" = "ShadowCaster" } + // ZWrite On + // CGPROGRAM + // #pragma vertex vert + // #pragma fragment frag + // #pragma target 3.0 + // #pragma multi_compile_shadowcaster + // #pragma multi_compile UNITY_PASS_SHADOWCASTER + // #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + // #include "HLSLSupport.cginc" + // #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + // #define CAN_SKIP_VPOS + // #endif + // #include "UnityCG.cginc" + // #include "Lighting.cginc" + // #include "UnityPBSLighting.cginc" + // struct v2f + // { + // V2F_SHADOW_CASTER; + // float4 tSpace0 : TEXCOORD1; + // float4 tSpace1 : TEXCOORD2; + // float4 tSpace2 : TEXCOORD3; + // float4 texcoords01 : TEXCOORD4; + // UNITY_VERTEX_INPUT_INSTANCE_ID + // }; + // v2f vert( appdata_full v ) + // { + // v2f o; + // UNITY_SETUP_INSTANCE_ID( v ); + // UNITY_INITIALIZE_OUTPUT( v2f, o ); + // UNITY_TRANSFER_INSTANCE_ID( v, o ); + // float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + // fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); + // fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + // fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + // fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + // o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + // o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + // o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + // o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy ); + // TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + // return o; + // } + // fixed4 frag( v2f IN + // #if !defined( CAN_SKIP_VPOS ) + // , UNITY_VPOS_TYPE vpos : VPOS + // #endif + // ) : SV_Target + // { + // UNITY_SETUP_INSTANCE_ID( IN ); + // Input surfIN; + // UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + // surfIN.uv_texcoord.xy = IN.texcoords01.xy; + // float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + // fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + // surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; + // surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + // surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + // surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + // SurfaceOutputStandard o; + // UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + // surf( surfIN, o ); + // #if defined( CAN_SKIP_VPOS ) + // float2 vpos = IN.pos; + // #endif + // SHADOW_CASTER_FRAGMENT( IN ) + // } + // ENDCG + //} + } + Fallback "Diffuse" +} +/*ASEBEGIN +Version=13803 +566;511;900;507;1495.187;170.1838;2.333382;True;False +Node;AmplifyShaderEditor.ViewDirInputsCoordNode;22;-1552,416;Float;False;Tangent;0;4;FLOAT3;FLOAT;FLOAT;FLOAT +Node;AmplifyShaderEditor.NormalizeNode;23;-1329.303,412.9002;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3 +Node;AmplifyShaderEditor.SamplerNode;3;-1552,144;Float;True;Property;_Normals;Normals;4;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1.0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT +Node;AmplifyShaderEditor.DotProductOpNode;21;-1137.603,334.4997;Float;False;2;0;FLOAT3;0.0,0,0;False;1;FLOAT3;0.0,0,0;False;1;FLOAT 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"Unlit/RimLight" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + + Pass + { + 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; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + UNITY_FOG_COORDS(1) + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + // sample the texture + fixed4 col = tex2D(_MainTex, i.uv); + // apply fog + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } +} diff --git a/Assets/Art/Shaders/Effects/RimLight.shader.meta b/Assets/Art/Shaders/Effects/RimLight.shader.meta new file 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