Add shaders

This commit is contained in:
Williams
2026-05-19 15:33:18 +02:00
committed by Lucien
parent 593c2e75b2
commit cd9df45d08
1358 changed files with 2429155 additions and 0 deletions
@@ -1,56 +0,0 @@
Shader "Enviro/Particles/Lit Weather" {
Properties{
_TintColor("Tint Color", Color) = (1,1,1,1)
_MainTex("Particle Texture", 2D) = "white" {}
_Intensity("Intensity", Range(1,100)) = 10
}
SubShader{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 200
CGPROGRAM
#pragma surface surf Standard alpha:fade finalcolor:ApplyFog
#pragma target 3.0
sampler2D _MainTex;
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
float4 screenPos;
float3 worldPos;
};
fixed4 _TintColor;
float _Intensity;
void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
{
//Get ScreenPosition
float3 uvscreen = IN.screenPos.xyz / IN.screenPos.w;
// Calculate Linear Depth
half linear01Depth = Linear01Depth(uvscreen.z);
//get World Position
float3 wPos = IN.worldPos.xyz;
// Calculate Fog and apply volume lighting tex
float4 fogClr = TransparentFog(color, wPos, uvscreen.xy, linear01Depth);
#if _ALPHAPREMULTIPLY_ON
fogClr.rgb *= o.Alpha;
#endif
#ifndef UNITY_PASS_FORWARDADD
color.rgb = fogClr.rgb;
#endif
}
void surf(Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * (IN.color * _TintColor);
o.Albedo = c.rgb * _Intensity;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 12af3ffc6c4bf5242a04cc4d8dea12e1
timeCreated: 1541339377
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -1,90 +0,0 @@
Shader "Enviro/Particles/Additive" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcColor
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma exclude_renderers gles
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 projPos : TEXCOORD2;
float3 posWorld : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
#ifdef SOFTPARTICLES_ON
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half4 col = i.color * tex2D(_MainTex, i.texcoord);
col.rgb *= col.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
//half linear01Depth = LinearEyeDepth(i.projPos.z);
float4 fog = TransparentFog(col,i.posWorld,i.projPos.xy,sceneZ);
fog.rgb *= col.rgb;
return fog;
}
ENDCG
}
}
}
}
@@ -1,9 +0,0 @@
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guid: 83de0fc6fdb60ae4f879ec2a0d1e18fd
timeCreated: 1506252156
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -1,90 +0,0 @@
Shader "Enviro/Particles/Alpha Blended" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 projPos : TEXCOORD2;
float3 posWorld : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
o.color = v.color * _TintColor;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
#ifdef SOFTPARTICLES_ON
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
float4 fog = TransparentFog(col,i.posWorld,i.projPos.xy,sceneZ);
return float4(fog.rgb,col.a);
}
ENDCG
}
}
}
}
@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 4b46c5cd78fad2b4bb7e182ea4f565d4
timeCreated: 1506436501
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -1,95 +0,0 @@
Shader "Enviro/Particles/Lightning" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_Intensity("Brightness", float) = 250
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcColor
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 projPos : TEXCOORD2;
float3 posWorld : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
float _InvFade;
float _Intensity;
fixed4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
#ifdef SOFTPARTICLES_ON
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half4 col = i.color * tex2D(_MainTex, i.texcoord);
col.rgb *= _Intensity;
col.rgb *= col.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
//half linear01Depth = LinearEyeDepth(i.projPos.z);
float4 fog = TransparentFog(col,i.posWorld, i.projPos.xy,sceneZ);
fog.rgb *= col.rgb;
return fog;
//return col;
}
ENDCG
}
}
}
}
@@ -1,9 +0,0 @@
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guid: db239a9a1eba8f3459e2cb60bd1ec552
timeCreated: 1506252156
licenseType: Store
ShaderImporter:
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userData:
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@@ -1,94 +0,0 @@
Shader "Enviro/Particles/WeatherParticles" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
//_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_lightIntensity ("Light Intensity", Range(0.0,1.0)) = 1.0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGBA
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
float4 _EnviroLighting;
float _lightIntensity;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 projPos : TEXCOORD2;
float3 posWorld : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
//float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
#ifdef SOFTPARTICLES_ON
float partZ = i.projPos.z;
float fade = saturate (0.5 * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
col *= _EnviroLighting * _lightIntensity;
UNITY_APPLY_FOG(i.fogCoord, col);
float4 fog = TransparentFog(col,i.posWorld,i.projPos.xy,sceneZ);
return float4(fog.rgb,col.a);
}
ENDCG
}
}
}
}
@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: acc6584263b225742a2e39740a470be8
timeCreated: 1472601408
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -1,97 +0,0 @@
Shader "Enviro/Particles/WeatherParticlesAdditive" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_lightIntensity ("Light Intensity", Range(0.0,1.0)) = 1.0
}
Category {
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend One OneMinusSrcColor
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
float4 _EnviroLighting;
float _lightIntensity;
float _InvFade;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 projPos : TEXCOORD2;
float3 posWorld : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
//float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
#ifdef SOFTPARTICLES_ON
float partZ = i.projPos.z;
float fade = saturate(_InvFade * (sceneZ - partZ));
i.color.a *= fade;
#endif
half4 col = i.color * tex2D(_MainTex, i.texcoord);
col.rgb *= _EnviroLighting * 1.5;
col.rgb *= col.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0, 0, 0, 0)); // fog towards black due to our blend mode
//half linear01Depth = LinearEyeDepth(i.projPos.z);
float4 fog = TransparentFog(col, i.posWorld, i.projPos.xy, sceneZ);
fog.rgb *= col.rgb;
return fog;
}
ENDCG
}
}
}
}
@@ -1,9 +0,0 @@
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guid: 7887324a897cd4d4b89d3e52af0d1e46
timeCreated: 1472601408
licenseType: Store
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@@ -1,66 +0,0 @@
Shader "Enviro/StandardAlphaBlended"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
LOD 200
CGPROGRAM
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
#pragma target 3.0
sampler2D _MainTex;
sampler2D _CameraDepthTexture;
struct Input {
float2 uv_MainTex;
float4 screenPos;
float3 worldPos;
};
void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
{
//Get ScreenPosition
float3 uvscreen = IN.screenPos.xyz/IN.screenPos.w;
// Calculate Linear Depth
half linear01Depth = Linear01Depth(uvscreen.z);
//get World Position
float3 wPos = IN.worldPos.xyz;
// Calculate Fog and apply volume lighting tex
float4 fogClr = TransparentFog(color,wPos, uvscreen.xy, linear01Depth);
#if _ALPHAPREMULTIPLY_ON
fogClr.rgb *= o.Alpha;
#endif
#ifndef UNITY_PASS_FORWARDADD
color.rgb = fogClr.rgb;
#endif
}
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Standard"
}
@@ -1,9 +0,0 @@
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timeCreated: 1506388388
licenseType: Store
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