diff options
Diffstat (limited to 'Assets/ThirdParty/UMotion/UMotionEditor/Shaders')
7 files changed, 384 insertions, 384 deletions
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader index 6ca491b3..f9dd2196 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/CameraLit.shader @@ -1,73 +1,73 @@ -Shader "UMotion Editor/Camera Lit" -{ - Properties - { - _Color("Main Color (RGB)", color) = (1, 1, 1, 1) - _WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _WireSize("Wire Size", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - fixed4 _WireColor; - half _WireSize; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - float3 normal : NORMAL; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - fixed3 wirecoord : TEXCOORD1; - float3 lambert : TEXCOORD2; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y); - - float3 viewDir = normalize(WorldSpaceViewDir(i.vertex)); - float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal)); - o.lambert = saturate(dot(viewDir, worldNormal)); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - fixed4 outColor; - outColor.rgb = i.lambert * _Color; - outColor.a = 1.0; - - half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz)); - half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz); - half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z); - - return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Camera Lit"
+{
+ Properties
+ {
+ _Color("Main Color (RGB)", color) = (1, 1, 1, 1)
+ _WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _WireSize("Wire Size", Range(0, 4)) = 0.9
+ }
+
+ SubShader
+ {
+ Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ fixed4 _WireColor;
+ half _WireSize;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ float3 normal : NORMAL;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ fixed3 wirecoord : TEXCOORD1;
+ float3 lambert : TEXCOORD2;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+
+ o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
+
+ float3 viewDir = normalize(WorldSpaceViewDir(i.vertex));
+ float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
+ o.lambert = saturate(dot(viewDir, worldNormal));
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ fixed4 outColor;
+ outColor.rgb = i.lambert * _Color;
+ outColor.a = 1.0;
+
+ half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
+ half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz);
+ half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
+
+ return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader index dc4654a9..50815eef 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlit.shader @@ -1,41 +1,41 @@ -Shader "UMotion Editor/Color Unlit" -{ - Properties - { - // Color property for material inspector, default to white - _Color ("Main Color", Color) = (1,1,1,1) - } - SubShader - { - Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - // vertex shader - // this time instead of using "appdata" struct, just spell inputs manually, - // and instead of returning v2f struct, also just return a single output - // float4 clip position - float4 vert (float4 vertex : POSITION) : SV_POSITION - { - return UnityObjectToClipPos(vertex); - } - - // color from the material - fixed4 _Color; - - // pixel shader, no inputs needed - fixed4 frag () : SV_Target - { - return _Color; // just return it - } - ENDCG - } - } +Shader "UMotion Editor/Color Unlit"
+{
+ Properties
+ {
+ // Color property for material inspector, default to white
+ _Color ("Main Color", Color) = (1,1,1,1)
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ // vertex shader
+ // this time instead of using "appdata" struct, just spell inputs manually,
+ // and instead of returning v2f struct, also just return a single output
+ // float4 clip position
+ float4 vert (float4 vertex : POSITION) : SV_POSITION
+ {
+ return UnityObjectToClipPos(vertex);
+ }
+
+ // color from the material
+ fixed4 _Color;
+
+ // pixel shader, no inputs needed
+ fixed4 frag () : SV_Target
+ {
+ return _Color; // just return it
+ }
+ ENDCG
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader index 536f40bc..de069c03 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/ColorUnlitTransparent.shader @@ -1,43 +1,43 @@ -Shader "UMotion Editor/Color Unlit Transparent" -{ - Properties - { - // Color property for material inspector, default to white - _Color ("Main Color", Color) = (1,1,1,1) - } - SubShader - { - Tags { "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - // vertex shader - // this time instead of using "appdata" struct, just spell inputs manually, - // and instead of returning v2f struct, also just return a single output - // float4 clip position - float4 vert (float4 vertex : POSITION) : SV_POSITION - { - return UnityObjectToClipPos(vertex); - } - - // color from the material - fixed4 _Color; - - // pixel shader, no inputs needed - fixed4 frag () : SV_Target - { - return _Color; // just return it - } - ENDCG - } - } +Shader "UMotion Editor/Color Unlit Transparent"
+{
+ Properties
+ {
+ // Color property for material inspector, default to white
+ _Color ("Main Color", Color) = (1,1,1,1)
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Transparent" "IgnoreProjector"="True" }
+ LOD 100
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+
+ // vertex shader
+ // this time instead of using "appdata" struct, just spell inputs manually,
+ // and instead of returning v2f struct, also just return a single output
+ // float4 clip position
+ float4 vert (float4 vertex : POSITION) : SV_POSITION
+ {
+ return UnityObjectToClipPos(vertex);
+ }
+
+ // color from the material
+ fixed4 _Color;
+
+ // pixel shader, no inputs needed
+ fixed4 frag () : SV_Target
+ {
+ return _Color; // just return it
+ }
+ ENDCG
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader index 9e0fb815..37798944 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitDashedLine.shader @@ -1,70 +1,70 @@ -Shader "UMotion Editor/Unlit Dashed Line" -{ - Properties - { - _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _Thickness("Line Thikness", Range(0, 4)) = 0.9 - _DashFrequency("Dash Frequency", Range(0, 150)) = 100 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Thickness; - half _DashFrequency; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.uv = i.texcoord.xy; - o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y); - - half2 width = abs(ddx(mass)) + abs(ddy(mass)); - half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy); - half alpha = max(smoothed.x, smoothed.y); - - return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Unlit Dashed Line"
+{
+ Properties
+ {
+ _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _Thickness("Line Thikness", Range(0, 4)) = 0.9
+ _DashFrequency("Dash Frequency", Range(0, 150)) = 100
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" }
+ LOD 100
+
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ half _Thickness;
+ half _DashFrequency;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+
+ o.uv = i.texcoord.xy;
+ o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y);
+
+ half2 width = abs(ddx(mass)) + abs(ddy(mass));
+ half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy);
+ half alpha = max(smoothed.x, smoothed.y);
+
+ return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader index 6c789116..29e1927d 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/UnlitLine.shader @@ -1,63 +1,63 @@ -Shader "UMotion Editor/Unlit Line" -{ - Properties - { - _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1) - _Thickness("Line Thikness", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Thickness; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - float uv_y : TEXCOORD0; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - o.uv_y = i.texcoord.y; - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y)); - half alpha = smoothstep(0, width * _Thickness, i.uv_y); - - return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Unlit Line"
+{
+ Properties
+ {
+ _Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
+ _Thickness("Line Thikness", Range(0, 4)) = 0.9
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
+ LOD 100
+
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ half _Thickness;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ float uv_y : TEXCOORD0;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+ o.uv_y = i.texcoord.y;
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y));
+ half alpha = smoothstep(0, width * _Thickness, i.uv_y);
+
+ return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader index 6be5ffb1..f4535f98 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/VertexColorUnlit.shader @@ -1,32 +1,32 @@ -// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit -Shader "UMotion Editor/Vertex Color Unlit" -{ - Properties - { - _MainTex ("Texture", 2D) = "white" {} - } - - Category - { - Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } - Lighting Off - - BindChannels - { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord - } - - SubShader - { - Pass - { - SetTexture [_MainTex] - { - Combine texture * primary DOUBLE - } - } - } - } +// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit
+Shader "UMotion Editor/Vertex Color Unlit"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+
+ Category
+ {
+ Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
+ Lighting Off
+
+ BindChannels
+ {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord
+ }
+
+ SubShader
+ {
+ Pass
+ {
+ SetTexture [_MainTex]
+ {
+ Combine texture * primary DOUBLE
+ }
+ }
+ }
+ }
}
\ No newline at end of file diff --git a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader index cd0db9b9..2a9c6879 100644 --- a/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader +++ b/Assets/ThirdParty/UMotion/UMotionEditor/Shaders/WiresOnly.shader @@ -1,65 +1,65 @@ -Shader "UMotion Editor/Wires Only" -{ - Properties - { - _Color("Main Color (RGB)", color) = (1, 1, 1, 1) - _Size("Wire Size", Range(0, 4)) = 0.9 - } - - SubShader - { - Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } - LOD 100 - - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - fixed4 _Color; - half _Size; - - struct vInput - { - float4 vertex : POSITION; - half4 texcoord : TEXCOORD0; - }; - - struct vOutput - { - float4 pos : SV_POSITION; - fixed3 wirecoord : TEXCOORD1; - }; - - vOutput vert(vInput i) - { - vOutput o; - - o.pos = UnityObjectToClipPos(i.vertex); - - o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y); - - return o; - } - - fixed4 frag(vOutput i) : SV_Target - { - half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz)); - half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz); - half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z); - - return fixed4(_Color.xyz, 1 - wireAlpha); - } - - ENDCG - } //Pass - } //SubShader -} //Shader +Shader "UMotion Editor/Wires Only"
+{
+ Properties
+ {
+ _Color("Main Color (RGB)", color) = (1, 1, 1, 1)
+ _Size("Wire Size", Range(0, 4)) = 0.9
+ }
+
+ SubShader
+ {
+ Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
+ LOD 100
+
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+ Cull Off
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
+
+ #include "UnityCG.cginc"
+
+ fixed4 _Color;
+ half _Size;
+
+ struct vInput
+ {
+ float4 vertex : POSITION;
+ half4 texcoord : TEXCOORD0;
+ };
+
+ struct vOutput
+ {
+ float4 pos : SV_POSITION;
+ fixed3 wirecoord : TEXCOORD1;
+ };
+
+ vOutput vert(vInput i)
+ {
+ vOutput o;
+
+ o.pos = UnityObjectToClipPos(i.vertex);
+
+ o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
+
+ return o;
+ }
+
+ fixed4 frag(vOutput i) : SV_Target
+ {
+ half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
+ half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz);
+ half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
+
+ return fixed4(_Color.xyz, 1 - wireAlpha);
+ }
+
+ ENDCG
+ } //Pass
+ } //SubShader
+} //Shader
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