Readd missing import files

This commit is contained in:
Lucien
2026-05-07 10:14:44 +02:00
parent ecb44e63d8
commit cd608d5796
810 changed files with 263144 additions and 1 deletions
@@ -0,0 +1,56 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "GizmosShader"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
}
SubShader
{
Tags{ "Queue" = "Transparent+1" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
Lighting Off
ZTest Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
float _Scale;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o = (v2f)0;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 5600d4972a5910646b12d14cf5ad3ee2
timeCreated: 1481857916
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
+76
View File
@@ -0,0 +1,76 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Rotate
m_Shader: {fileID: 4800000, guid: 5b6767f2de9fd3b42b1149059c1d0da5, type: 3}
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _Glossiness: 0.5
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 28a74dffe4185984da202c38086e7a7e
timeCreated: 1481857916
licenseType: Store
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,64 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RotateShader"
{
SubShader
{
Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off
//ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
float _Scale;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float3 normal : NORMAL;
};
v2f vert (appdata v)
{
v2f o = (v2f)0;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
/*float3 pos = v.vertex.xyz + float3(0.01,0.01,0.0);
pos.y = 0;
o.normal = mul((float3x3)UNITY_MATRIX_MV, normalize(pos));*/
return o;
}
half4 frag (v2f i) : COLOR
{
/*float angle = dot(i.normal,float3(0,0,1));
if (angle < 0)
{
i.color = i.color.r * 0.299 + i.color.g * 0.587 + i.color.b * 0.114;
}*/
return i.color;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: f5c68f471b9c97347baea380d21fa12b
timeCreated: 1481857916
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,55 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TransparentShader"
{
Properties
{
_Color("Color Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off
ZTest Off
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 5b6767f2de9fd3b42b1149059c1d0da5
timeCreated: 1481859361
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant: