Add shaders
This commit is contained in:
@@ -1,57 +0,0 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// ============================================================
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// Name: AtlasShader
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// Author: Joen Joensen (@UnLogick)
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// ============================================================
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Shader "UMA/AtlasCutoutShader" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_MainTex ("Base Texture", 2D) = "white" {}
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass
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{
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Tags { "LightMode" = "Vertex" }
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Fog { Mode Off }
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BlendOp Add, RevSub
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Blend Zero One, One One
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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float4 _Color;
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sampler2D _MainTex;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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return half4(0, 0, 0, 1 - tex2D(_MainTex, i.uv).r);
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}
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ENDCG
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}
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}
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Fallback "Transparent/VertexLit"
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}
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 6ec55823d603ee4478b56d3f0d7ce6bb
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timeCreated: 1467918749
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,60 +0,0 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// ============================================================
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// Name: AtlasDetailNormalPostShader
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// Author: Umut Ozkan
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// This works in conjunction with the AtlasDetailNormalShader.
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// ============================================================
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Shader "UMA/AtlasDetailNormalPostShader" {
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Properties{
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_MainTex("Normalmap", 2D) = "bump" {}
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}
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SubShader
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{
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Pass
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{
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Tags{ "LightMode" = "Vertex" }
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Fog{ Mode Off }
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Blend off
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Lighting Off
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Cull Off
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ZWrite Off
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ZTest Always
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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inline float4 PACK_INTERNAL(half3 unpacked) {
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#if defined(UNITY_NO_DXT5nm)
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half4 packednormal;
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packednormal.xyz = (unpacked.xyz + 1) / 2;
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packednormal.w = 1;
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return packednormal;
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#else
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half4 packednormal;
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packednormal.wy = (unpacked.xy + 1) / 2;
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packednormal.x = 1;
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packednormal.z = 1;
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return packednormal;
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#endif
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}
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half4 frag(v2f_img i) : COLOR
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{
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half4 normal = tex2D(_MainTex, i.uv);
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normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy)));
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half3 normalized = normalize(normal.xyz);
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return PACK_INTERNAL(normalized);
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}
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ENDCG
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}
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}
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Fallback "Transparent/VertexLit"
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}
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 1cd76f272fa3efe4a802da9a48f7688f
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,81 +0,0 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// ============================================================
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// Name: AtlasShader
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// Author: Umut Ozkan
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// ============================================================
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Shader "UMA/AtlasDetailShaderNormal" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
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_MainTex ("Normalmap", 2D) = "bump" {}
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_ExtraTex ("mask", 2D) = "white" {}
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass
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{
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Tags{ "LightMode" = "Vertex" }
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Fog{ Mode Off }
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Blend One One
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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float4 _Color;
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float4 _AdditiveColor;
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sampler2D _MainTex;
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sampler2D _ExtraTex;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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half2 UNPACK_WITH_WEIGHT_INTERNAL(half4 packednormal, half bumpScale)
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{
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#if defined(UNITY_NO_DXT5nm)
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half2 normal = half2(packednormal.xy * 2 - 1);
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normal.xy *= bumpScale;
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return normal;
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#else
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half2 result = half2(packednormal.wy * 2 - 1);
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result.xy *= bumpScale;
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return result;
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#endif
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}
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// This atlas shader has Blend mode add
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// It adds adds unpacked values of normal textures. The post process normalize and packs them
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half4 frag(v2f i) : COLOR
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{
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half4 current = tex2D(_MainTex, i.uv);
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half4 extra = tex2D(_ExtraTex, i.uv);
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half2 n = UNPACK_WITH_WEIGHT_INTERNAL(current, min(extra.a, _Color.a));
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// We only need 2 values to calculate normal. Post process will calculate the 3rd vector component
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return half4(n.x, n.y, 0, 0);
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}
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ENDCG
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}
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}
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Fallback "Transparent/VertexLit"
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}
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: e5ba71eed666aef459dbb1dce2bc3d2f
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,63 +0,0 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// ============================================================
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// Name: AtlasShader
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// Author: Joen Joensen (@UnLogick)
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// ============================================================
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Shader "UMA/AtlasDiffuseShader" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
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_MainTex ("Base Texture", 2D) = "white" {}
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_ExtraTex ("mask", 2D) = "white" {}
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass
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{
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Tags { "LightMode" = "Vertex" }
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Fog { Mode Off }
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BlendOp Add, Add
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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float4 _Color;
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float4 _AdditiveColor;
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sampler2D _MainTex;
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sampler2D _ExtraTex;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert (appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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half4 texcol = tex2D(_MainTex, i.uv);
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half4 mask = tex2D(_ExtraTex, i.uv);
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return half4(texcol.xyz, mask.w)*_Color+_AdditiveColor;
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}
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ENDCG
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}
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}
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Fallback "Transparent/VertexLit"
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}
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: ae83be5246f311646b3043ed012d9d64
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timeCreated: 1467924405
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licenseType: Store
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ShaderImporter:
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||||
defaultTextures: []
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||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -1,71 +0,0 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// ============================================================
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// Name: AtlasShader
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// Author: Joen Joensen (@UnLogick)
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// ============================================================
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Shader "UMA/AtlasShaderNormal" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
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_MainTex ("Normalmap", 2D) = "bump" {}
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_ExtraTex ("mask", 2D) = "white" {}
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass
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{
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Tags{ "LightMode" = "Vertex" }
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Fog{ Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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float4 _Color;
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float4 _AdditiveColor;
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sampler2D _MainTex;
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sampler2D _ExtraTex;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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half4 frag(v2f i) : COLOR
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{
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half4 n = tex2D(_MainTex, i.uv);
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half4 extra = tex2D(_ExtraTex, i.uv);
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#if !defined(UNITY_NO_DXT5nm)
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//swizzle the alpha and red channel, we will swizzle back in the post process SwizzleShader
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n.r = n.a;
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#endif
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n.a = min(extra.a, _Color.a);
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return n;
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}
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ENDCG
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||||
}
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||||
}
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Fallback "Transparent/VertexLit"
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}
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||||
@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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||||
guid: 0c7937a991ef0764fb16577ebf24911e
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||||
timeCreated: 1426630728
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||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,102 +0,0 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// ============================================================
|
||||
// Name: AtlasShader
|
||||
// Author: Joen Joensen (@UnLogick)
|
||||
// ============================================================
|
||||
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Shader "UMA/AtlasShaderNormal32" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
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||||
_MainTex ("Normalmap", 2D) = "bump" {}
|
||||
_ExtraTex ("mask", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "Vertex" }
|
||||
Fog { Mode Off }
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||||
Blend Zero SrcAlpha
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||||
Lighting Off
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||||
CGPROGRAM
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#pragma vertex vert
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||||
#pragma fragment frag
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||||
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#include "UnityCG.cginc"
|
||||
|
||||
float4 _Color;
|
||||
float4 _AdditiveColor;
|
||||
sampler2D _MainTex;
|
||||
sampler2D _ExtraTex;
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : COLOR
|
||||
{
|
||||
half4 maskcol = tex2D (_ExtraTex, i.uv);
|
||||
float value = 1 - maskcol.a;
|
||||
return half4(value, value, value, value);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "Vertex" }
|
||||
Fog { Mode Off }
|
||||
Blend One One
|
||||
Lighting Off
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
float4 _Color;
|
||||
float4 _AdditiveColor;
|
||||
sampler2D _MainTex;
|
||||
sampler2D _ExtraTex;
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : COLOR
|
||||
{
|
||||
half4 texcol = tex2D (_MainTex, i.uv) * _Color + _AdditiveColor;
|
||||
half4 maskcol = tex2D (_ExtraTex, i.uv);
|
||||
return texcol * maskcol.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Transparent/VertexLit"
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f001376c60e187e48ba6139415f60d3a
|
||||
timeCreated: 1536937299
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,102 +0,0 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// ============================================================
|
||||
// Name: AtlasShader
|
||||
// Author: Joen Joensen (@UnLogick)
|
||||
// ============================================================
|
||||
|
||||
Shader "UMA/AtlasShaderNew" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
|
||||
_MainTex ("Base Texture", 2D) = "white" {}
|
||||
_ExtraTex ("mask", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "Vertex" }
|
||||
Fog { Mode Off }
|
||||
Blend Zero SrcAlpha
|
||||
Lighting Off
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
float4 _Color;
|
||||
float4 _AdditiveColor;
|
||||
sampler2D _MainTex;
|
||||
sampler2D _ExtraTex;
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : COLOR
|
||||
{
|
||||
half4 maskcol = tex2D (_ExtraTex, i.uv);
|
||||
float value = 1 - maskcol.a;
|
||||
return half4(value, value, value, value);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass
|
||||
{
|
||||
Tags { "LightMode" = "Vertex" }
|
||||
Fog { Mode Off }
|
||||
Blend One One
|
||||
Lighting Off
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
float4 _Color;
|
||||
float4 _AdditiveColor;
|
||||
sampler2D _MainTex;
|
||||
sampler2D _ExtraTex;
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos (v.vertex);
|
||||
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : COLOR
|
||||
{
|
||||
half4 texcol = tex2D (_MainTex, i.uv) * _Color + _AdditiveColor;
|
||||
half4 maskcol = tex2D (_ExtraTex, i.uv);
|
||||
return texcol * maskcol.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Transparent/VertexLit"
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8179a5383e28f6840a80314368b93979
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
@@ -1,50 +0,0 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// ============================================================
|
||||
// Name: NormalSwizzleShader
|
||||
// Author: Kenan Chabuk (@Kenamis)
|
||||
// This works in conjunction with the AtlasNormalShader that swizzles the alpha to red channel of the packed normal and blends them.
|
||||
// Then this post effect re-swizzles the normal into the packed format for use with standard shaders.
|
||||
// ============================================================
|
||||
|
||||
Shader "UMA/NormalSwizzleShader" {
|
||||
Properties{
|
||||
_MainTex("Normalmap", 2D) = "bump" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Tags{ "LightMode" = "Vertex" }
|
||||
Fog{ Mode Off }
|
||||
Blend off
|
||||
Lighting Off
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
CGPROGRAM
|
||||
#pragma vertex vert_img
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
|
||||
half4 frag(v2f_img i) : COLOR
|
||||
{
|
||||
half4 r = tex2D(_MainTex, i.uv);
|
||||
|
||||
//G and A are the important ones.
|
||||
#if defined(UNITY_NO_DXT5nm)
|
||||
return half4(r.r, r.g, r.b, 0);
|
||||
#else
|
||||
return half4(1, r.y, 1, r.x);
|
||||
#endif
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Transparent/VertexLit"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ba4fc977756a804ca835788b496e3f7
|
||||
timeCreated: 1546899607
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user