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
@@ -1,32 +0,0 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "!Debug/Normals" {
SubShader {
Pass {
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// vertex input: position, normal
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
};
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos( v.vertex );
o.color.xyz = v.normal * 0.5 + 0.5;
o.color.w = 1.0;
return o;
}
fixed4 frag (v2f i) : COLOR0 { return i.color; }
ENDCG
}
}
}
@@ -1,5 +0,0 @@
fileFormatVersion: 2
guid: 8731a0917521bdc4cab8332f64b79f3c
ShaderImporter:
defaultTextures: []
userData:
@@ -1,31 +0,0 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "!Debug/Tangents" {
SubShader {
Pass {
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// vertex input: position, tangent
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
};
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
};
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos( v.vertex );
o.color = v.tangent * 0.5 + 0.5;
return o;
}
fixed4 frag (v2f i) : COLOR0 { return i.color; }
ENDCG
}
}
}
@@ -1,5 +0,0 @@
fileFormatVersion: 2
guid: 9517a51ab08587e4c9b2454b2c9a43ef
ShaderImporter:
defaultTextures: []
userData: