Add project files.

This commit is contained in:
2023-10-08 18:51:40 +02:00
commit 51cc9df14f
2249 changed files with 636804 additions and 0 deletions

View File

@@ -0,0 +1,86 @@
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"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 6e114a916ca3e4b4bb51972669d463bf
timeCreated: 1496328687
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: ed95fe726fd7b4644bb42f4d1ddd2bcd
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,289 @@
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"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e1de45c0d41f68c41b2cc20c8b9c05ef
timeCreated: 1496328687
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,123 @@
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"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0b6a9f8b4f707c74ca64c0be8e590de0
timeCreated: 1496654572
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,94 @@
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"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c71b220b631b6344493ea3cf87110c93
timeCreated: 1499337997
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,114 @@
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"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0f8ba0101102bb14ebf021ddadce9b49
timeCreated: 1500572363
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,133 @@
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"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 5056123faa0c79b47ab6ad7e8bf059a4
timeCreated: 1496313583
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,103 @@
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"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0770190933193b94aaa3065e307002fa
timeCreated: 1496328687
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,127 @@
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"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 899e609c083c74c4ca567477c39edef0
timeCreated: 1528987785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant: