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Shader /*ase_name*/ "Hidden/Templates/Legacy/DefaultUnlit" /*end*/
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
/*ase_props*/
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
/*ase_pass*/
Pass
{
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0.xy;uv1=tc1.xy*/
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc0.zw*/
};
uniform sampler2D _MainTex;
uniform fixed4 _Color;
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.texcoord.xy = v.texcoord.xy;
o.texcoord.zw = v.texcoord1.xy;
// ase common template code
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 myColorVar;
// ase common template code
/*ase_frag_code:i=v2f*/
myColorVar = /*ase_frag_out:Frag Color;Float4*/fixed4(1,0,0,1)/*end*/;
return myColorVar;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}

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Shader /*ase_name*/ "Hidden/Templates/Legacy/Multi Pass Unlit" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
CGINCLUDE
#pragma target 3.0
ENDCG
/*ase_pass*/
Pass
{
/*ase_main_pass*/
Name "ForwardBase"
Tags { "LightMode"="ForwardBase" }
/*ase_all_modules*/
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
/*ase_pragma*/
/*ase_globals*/
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;n=n*/
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw*/
};
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.pos = UnityObjectToClipPos(v.vertex);
#if ASE_SHADOWS
#if UNITY_VERSION >= 560
UNITY_TRANSFER_SHADOW( o, v.texcoord );
#else
TRANSFER_SHADOW( o );
#endif
#endif
return o;
}
float4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
float3 outColor;
float outAlpha;
/*ase_frag_code:i=v2f*/
outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
clip(outAlpha);
return float4(outColor,outAlpha);
}
ENDCG
}
/*ase_pass*/
Pass
{
Name "ForwardAdd"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
/*ase_pragma*/
/*ase_globals*/
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;n=n*/
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw*/
};
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.pos = UnityObjectToClipPos(v.vertex);
#if ASE_SHADOWS
#if UNITY_VERSION >= 560
UNITY_TRANSFER_SHADOW( o, v.texcoord );
#else
TRANSFER_SHADOW( o );
#endif
#endif
return o;
}
float4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
float3 outColor;
float outAlpha;
/*ase_frag_code:i=v2f*/
outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
clip(outAlpha);
return float4(outColor,outAlpha);
}
ENDCG
}
/*ase_pass*/
Pass
{
Name "Deferred"
Tags { "LightMode" = "Deferred" }
/*ase_all_modules*/
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_prepassfinal
#define UNITY_PASS_DEFERRED
#include "UnityCG.cginc"
/*ase_pragma*/
/*ase_globals*/
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;n=n*/
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw*/
};
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.pos = UnityObjectToClipPos(v.vertex);
#if ASE_SHADOWS
#if UNITY_VERSION >= 560
UNITY_TRANSFER_SHADOW( o, v.texcoord );
#else
TRANSFER_SHADOW( o );
#endif
#endif
return o;
}
void frag (v2f i /*ase_frag_input*/, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outGBuffer3 : SV_Target3)
{
/*ase_frag_code:i=v2f*/
outGBuffer0 = /*ase_frag_out:GBuffer0;Float4*/0/*end*/;
outGBuffer1 = /*ase_frag_out:GBuffer1;Float4*/0/*end*/;
outGBuffer2 = /*ase_frag_out:GBuffer2;Float4*/0/*end*/;
outGBuffer3 = /*ase_frag_out:GBuffer3;Float4*/0/*end*/;
}
ENDCG
}
/*ase_pass*/
Pass
{
/*ase_hide_pass:SyncP*/
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#define UNITY_PASS_SHADOWCASTER
#include "UnityCG.cginc"
/*ase_pragma*/
/*ase_globals*/
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;n=n*/
};
struct v2f
{
V2F_SHADOW_CASTER;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw*/
};
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
float3 outColor;
float outAlpha;
/*ase_frag_code:i=v2f*/
outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
clip(outAlpha);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
/*ase_pass_end*/
}
CustomEditor "ASEMaterialInspector"
}

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guid: e1de45c0d41f68c41b2cc20c8b9c05ef
timeCreated: 1496328687
licenseType: Store
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userData:
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Shader /*ase_name*/ "Hidden/Templates/Legacy/Particles Alpha Blended" /*end*/
{
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
/*ase_props*/
}
Category
{
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
ZTest LEqual
/*ase_pass*/
Pass {
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_particles
#pragma multi_compile_fog
/*ase_pragma*/
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(3,):sp=sp.xyzw;uv0=tc0;c=c*/
};
#if UNITY_VERSION >= 560
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
#else
uniform sampler2D_float _CameraDepthTexture;
#endif
//Don't delete this comment
// uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform fixed4 _TintColor;
uniform float4 _MainTex_ST;
uniform float _InvFade;
/*ase_globals*/
v2f vert ( appdata_t v /*ase_vert_input*/ )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata_t;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
/*ase_frag_code:i=v2f*/
fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw )/*end*/;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CustomEditor "ASEMaterialInspector"
}

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guid: 0b6a9f8b4f707c74ca64c0be8e590de0
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licenseType: Store
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Shader /*ase_name*/ "Hidden/Templates/Legacy/PostProcess" /*end*/
{
Properties
{
_MainTex ( "Screen", 2D ) = "black" {}
/*ase_props*/
}
SubShader
{
Tags{ }
ZTest Always
Cull Off
ZWrite Off
/*ase_pass*/
Pass
{
CGPROGRAM
#pragma vertex vert_img_custom
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata_img_custom
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
/*ase_vdata:p=p;uv0=tc0*/
};
struct v2f_img_custom
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 stereoUV : TEXCOORD2;
#if UNITY_UV_STARTS_AT_TOP
half4 uv2 : TEXCOORD1;
half4 stereoUV2 : TEXCOORD3;
#endif
/*ase_interp(4,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc1;uv2=tc2;uv3=tc3*/
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
uniform half4 _MainTex_ST;
/*ase_globals*/
v2f_img_custom vert_img_custom ( appdata_img_custom v /*ase_vert_input*/ )
{
v2f_img_custom o;
/*ase_vert_code:v=appdata_img_custom;o=v2f_img_custom*/
o.pos = UnityObjectToClipPos( v.vertex );
o.uv = float4( v.texcoord.xy, 1, 1 );
#if UNITY_UV_STARTS_AT_TOP
o.uv2 = float4( v.texcoord.xy, 1, 1 );
o.stereoUV2 = UnityStereoScreenSpaceUVAdjust ( o.uv2, _MainTex_ST );
if ( _MainTex_TexelSize.y < 0.0 )
o.uv.y = 1.0 - o.uv.y;
#endif
o.stereoUV = UnityStereoScreenSpaceUVAdjust ( o.uv, _MainTex_ST );
return o;
}
half4 frag ( v2f_img_custom i /*ase_frag_input*/) : SV_Target
{
#ifdef UNITY_UV_STARTS_AT_TOP
half2 uv = i.uv2;
half2 stereoUV = i.stereoUV2;
#else
half2 uv = i.uv;
half2 stereoUV = i.stereoUV;
#endif
half4 finalColor;
// ase common template code
/*ase_frag_code:i=v2f_img_custom*/
finalColor = /*ase_frag_out:Frag Color;Float4*/half4( 1, 1, 1, 1 )/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}

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Shader /*ase_name*/"Hidden/Templates/Legacy/Sprites Default"/*end*/
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
/*ase_props*/
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
/*ase_pass*/
Pass
{
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0.xy;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw;uv0=tc0.xy;c=c*/
};
uniform fixed4 _Color;
uniform float _EnableExternalAlpha;
uniform sampler2D _MainTex;
uniform sampler2D _AlphaTex;
/*ase_globals*/
v2f vert( appdata_t IN /*ase_vert_input*/ )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
/*ase_vert_code:IN=appdata_t;OUT=v2f*/
IN.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3(0,0,0) /*end*/;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
fixed4 alpha = tex2D (_AlphaTex, uv);
color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
/*ase_frag_code:IN=v2f*/
fixed4 c = /*ase_frag_out:Color;Float4*/SampleSpriteTexture (IN.texcoord) * IN.color/*end*/;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}

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guid: 0f8ba0101102bb14ebf021ddadce9b49
timeCreated: 1500572363
licenseType: Store
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userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/"Hidden/Templates/Legacy/UIDefault"/*end*/
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
/*ase_props*/
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
/*ase_pass*/
Pass
{
Name "Default"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
/*ase_pragma*/
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0.xy;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(2,):sp=sp.xyzw;uv0=tc0.xy;c=c;uv1=tc1.xyzw*/
};
uniform fixed4 _Color;
uniform fixed4 _TextureSampleAdd;
uniform float4 _ClipRect;
uniform sampler2D _MainTex;
/*ase_globals*/
v2f vert( appdata_t IN /*ase_vert_input*/ )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
OUT.worldPosition = IN.vertex;
/*ase_vert_code:IN=appdata_t;OUT=v2f*/
OUT.worldPosition.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
fixed4 frag(v2f IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
/*ase_frag_code:IN=v2f*/
half4 color = /*ase_frag_out:Color;Float4*/(tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color/*end*/;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}

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Shader /*ase_name*/ "Hidden/Templates/Unlit" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
/*ase_subshader_options:Name=Additional Options
Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:1,Vertex Position
Relative:SetPortName:1,Vertex Offset
*/
Tags { "RenderType"="Opaque" }
LOD 100
/*ase_all_modules*/
/*ase_pass*/
Pass
{
Name "Unlit"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
/*ase_vdata:p=p;c=c*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
/*ase_interp(1,):sp=sp.xyzw;wp=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = /*ase_vert_out:Vertex Offset;Float3*/vertexValue/*end*/;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
/*ase_local_var:wp*/float3 WorldPosition = i.worldPos;
#endif
/*ase_frag_code:i=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4*/fixed4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}

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Shader /*ase_name*/ "Hidden/Templates/Legacy/UnlitLightmap" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
/*ase_all_modules*/
CGINCLUDE
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
ENDCG
Pass
{
/*ase_main_pass*/
Tags{ "LightMode" = "VertexLMRGBM" "RenderType" = "Opaque" }
Name "Unlit LM"
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p*/
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(0,):sp=sp.xyzw*/
};
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
fixed4 finalColor;
/*ase_frag_code:i=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
Pass
{
/*ase_hide_pass*/
Tags{ "LightMode" = "VertexLM" "RenderType" = "Opaque" }
Name "Unlit LM Mobile"
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p*/
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(0,):sp=sp.xyzw*/
};
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
fixed4 finalColor;
/*ase_frag_code:i=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}

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Both High Definition and Lightweight rendering pipelines are in development and in a preview state, so Amplify Shader Editor may have some nodes that are not fully updated for them.
At the moment there are, for each SRP, two separate packages inside Amplify Shader Editor. They contemplate two major SRP versions that exist at the moment.
For Unity 2018.2 and below, users can only install v3.x.x for both HD and LW rendering pipelines and as such they will need to unpack the unity packages containing the 3xx (Legacy) tag.
For Unity 2018.3, users can only install v4.x.x for both HD and LW rendering pipelines and as such they will need to unpack the unity packages containing the 4xx (Legacy) tag.
For Unity 2019.1 and above, users can only install v5.x.x for both HD and LW rendering pipelines and as such they will need to unpack the unity packages NOT containing the (Legacy) tag.
Unity 2018.2.x, HD and LW v3.x.x:
* HDSRPTemplates 3xx (Legacy).unitypackage
* HD PBR
* HD Unlit
* LWSRPTemplates 3xx (Legacy).unitypackage
* Lightweight PBR
* Lightweight Unlit
Unity 2018.3.x, HD and LW v4.x.x:
* HDSRPTemplates 4xx (Legacy).unitypackage
* HD Lit
* HD PBR
* HD Unlit
* LWSRPTemplates 4xx (Legacy).unitypackage
* Lightweight PBR
* Lightweight Unlit
Unity 2019.1.x, HD and LW v5.x.x:
* HDSRPTemplates.unitypackage
* HD Lit
* HD PBR
* HD Unlit
* LWSRPTemplates.unitypackage
* Lightweight PBR
* Lightweight Unlit
Upon unpacking, the templates they may not be instantly available at the ( Create > Amplify Shader > ... ) menu over you project view, but a user can create p.e. a new Amplify Surface Shader, go to its Shader Type menu over the left Node Properties window and select its newly installed template.

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