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164
Assets/Shader/AlphaBlendSingleFlat.shader
Normal file
164
Assets/Shader/AlphaBlendSingleFlat.shader
Normal file
@@ -0,0 +1,164 @@
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||||
Shader "FGO_CH/AlphaBlendSingleFlat" {
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||||
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Properties{
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||||
_Alpha("Alpha", 2D) = "white" {}
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||||
_Color ("Main Color", Color) = (1,1,1,1)
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||||
_AddColor ("Add Color", Color) = (0,0,0,0)
|
||||
_MainTex ("Base (RGBA)", 2D) = "white" { }
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||||
_Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.9
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||||
}
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||||
|
||||
SubShader{
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
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||||
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||||
Pass //Opaque Character
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||||
{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
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Cull Off
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||||
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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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||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION0;
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||||
float2 uv : TEXCOORD0;
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||||
float4 color : COLOR0;
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||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
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float4 vertex : POSITION0;
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float4 color : COLOR0;
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};
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||||
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sampler2D _MainTex;
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||||
sampler2D _Alpha;
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||||
fixed4 _Color;
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fixed4 _AddColor;
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||||
float4 u_xlat0;
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float4 u_xlat1;
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||||
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v2f vert(appdata v)
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||||
{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.uv = v.uv;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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||||
{
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 alph = tex2D(_Alpha, i.uv);
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col.a *= alph.r;
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col = _Color * col + _AddColor;
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clip(col.a - 0.99);
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return col;
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}
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ENDCG
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}
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//Pass //Line 428 Cutoff Transparency (0.5)
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//{
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||||
// Tags { "IGNOREPROJECTOR" = "true" "RenderType" = "TransparentCutout" }
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// Cull Off
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// ColorMask 0
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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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// struct appdata
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// {
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// float4 vertex : POSITION0;
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// float2 uv : TEXCOORD0;
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// float4 color : COLOR0;
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// };
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||||
|
||||
// struct v2f
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||||
// {
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// float2 uv : TEXCOORD0;
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// float4 vertex : POSITION0;
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// float4 color : COLOR0;
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// };
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||||
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// sampler2D _MainTex;
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||||
// sampler2D _Alpha;
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// fixed4 _Color;
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// fixed4 _AddColor;
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// float _Cutoff;
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// float4 u_xlat0;
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// float4 u_xlat1;
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// v2f vert(appdata v)
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// {
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// v2f o;
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// o.color = fixed4(0,0,0,1);
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||||
// o.uv = v.uv;
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// u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz);
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// o.vertex = UnityObjectToClipPos(u_xlat0);
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// return o;
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||||
// }
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||||
|
||||
// fixed4 frag(v2f i) : SV_Target
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||||
// {
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||||
// fixed4 col = tex2D(_MainTex, i.uv);
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// col = _Color * col + _AddColor;
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||||
// clip(col.a - _Cutoff);
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// return col;
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// }
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// ENDCG
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||||
//}
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||||
Pass //ADD COLORS
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||||
{
|
||||
Cull Off // make double sided
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Blend SrcAlpha OneMinusSrcAlpha
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||||
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||||
CGPROGRAM
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||||
#pragma vertex vert
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||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
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||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _ColorTint;
|
||||
float _Cutoff;
|
||||
float4 u_xlat0;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
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||||
o.uv = v.uv; // just pass through with no scale/offset
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||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
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||||
{
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||||
fixed4 col = tex2D(_MainTex, i.uv);
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||||
fixed4 alph = tex2D(_Alpha, i.uv);
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||||
col.a *= alph.r;
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||||
clip(col.a - (1-_Cutoff));
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||||
return col;
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||||
}
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||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
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||||
10
Assets/Shader/AlphaBlendSingleFlat.shader.meta
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10
Assets/Shader/AlphaBlendSingleFlat.shader.meta
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@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
|
||||
guid: 68e6e7e6b211e00498a1dedc6543e36e
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
114
Assets/Shader/FateScreenshotShaderCompatible.shader
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114
Assets/Shader/FateScreenshotShaderCompatible.shader
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@@ -0,0 +1,114 @@
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||||
Shader "FateScreenshotShaderCompatible" {
|
||||
|
||||
Properties{
|
||||
_Alpha("Alpha", 2D) = "white" {}
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||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_AddColor ("Add Color", Color) = (0,0,0,0)
|
||||
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { }
|
||||
_Cutoff ("Base Alpha cutoff", Range(0, 0.9)) = 0.9
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||||
}
|
||||
|
||||
SubShader{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
|
||||
Pass //Opaque Character
|
||||
{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION0;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : POSITION0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _Color;
|
||||
fixed4 _AddColor;
|
||||
float4 u_xlat0;
|
||||
float4 u_xlat1;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.color = v.color;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
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||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
clip(col.a - 1);
|
||||
col = fixed4(1,1,1,1);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass //ADD COLORS
|
||||
{
|
||||
Cull Off // make double sided
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
BlendOp Max
|
||||
AlphaToMask On
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _ColorTint;
|
||||
float4 u_xlat0;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
col = fixed4(col.a,col.a,col.a,col.a);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/FateScreenshotShaderCompatible.shader.meta
Normal file
10
Assets/Shader/FateScreenshotShaderCompatible.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8553479f2e677247b8d128082713ca2
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
164
Assets/Shader/FateShader3Compatible.shader
Normal file
164
Assets/Shader/FateShader3Compatible.shader
Normal file
@@ -0,0 +1,164 @@
|
||||
Shader "FateShader3Compatible" {
|
||||
|
||||
Properties{
|
||||
_Alpha("Alpha", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_AddColor ("Add Color", Color) = (0,0,0,0)
|
||||
_MainTex ("Base (RGBA)", 2D) = "white" { }
|
||||
_Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.9
|
||||
}
|
||||
|
||||
SubShader{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
|
||||
Pass //Opaque Character
|
||||
{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION0;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : POSITION0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _Color;
|
||||
fixed4 _AddColor;
|
||||
float4 u_xlat0;
|
||||
float4 u_xlat1;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.color = v.color;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
col = _Color * col + _AddColor;
|
||||
clip(col.a - 0.99);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
//Pass //Line 428 Cutoff Transparency (0.5)
|
||||
//{
|
||||
// Tags { "IGNOREPROJECTOR" = "true" "RenderType" = "TransparentCutout" }
|
||||
// Cull Off
|
||||
// ColorMask 0
|
||||
// CGPROGRAM
|
||||
// #pragma vertex vert
|
||||
// #pragma fragment frag
|
||||
// #include "UnityCG.cginc"
|
||||
|
||||
// struct appdata
|
||||
// {
|
||||
// float4 vertex : POSITION0;
|
||||
// float2 uv : TEXCOORD0;
|
||||
// float4 color : COLOR0;
|
||||
// };
|
||||
|
||||
// struct v2f
|
||||
// {
|
||||
// float2 uv : TEXCOORD0;
|
||||
// float4 vertex : POSITION0;
|
||||
// float4 color : COLOR0;
|
||||
// };
|
||||
|
||||
// sampler2D _MainTex;
|
||||
// sampler2D _Alpha;
|
||||
// fixed4 _Color;
|
||||
// fixed4 _AddColor;
|
||||
// float _Cutoff;
|
||||
// float4 u_xlat0;
|
||||
// float4 u_xlat1;
|
||||
|
||||
// v2f vert(appdata v)
|
||||
// {
|
||||
// v2f o;
|
||||
// o.color = fixed4(0,0,0,1);
|
||||
// o.uv = v.uv;
|
||||
// u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz);
|
||||
// o.vertex = UnityObjectToClipPos(u_xlat0);
|
||||
// return o;
|
||||
// }
|
||||
|
||||
// fixed4 frag(v2f i) : SV_Target
|
||||
// {
|
||||
// fixed4 col = tex2D(_MainTex, i.uv);
|
||||
// col = _Color * col + _AddColor;
|
||||
// clip(col.a - _Cutoff);
|
||||
// return col;
|
||||
// }
|
||||
// ENDCG
|
||||
//}
|
||||
Pass //ADD COLORS
|
||||
{
|
||||
Cull Off // make double sided
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _ColorTint;
|
||||
float _Cutoff;
|
||||
float4 u_xlat0;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
clip(col.a - (1-_Cutoff));
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/FateShader3Compatible.shader.meta
Normal file
10
Assets/Shader/FateShader3Compatible.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a9b49c038bab704fac0a72147cedf26
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
106
Assets/Shader/FateStgShader.shader
Normal file
106
Assets/Shader/FateStgShader.shader
Normal file
@@ -0,0 +1,106 @@
|
||||
Shader "FateStgShader" {
|
||||
|
||||
Properties{
|
||||
_MainTex("Albedo (RGB)", 2D) = "white" {}
|
||||
_AlphaTex("Alpha", 2D) = "white" {}
|
||||
_SubTex("Albedo (RGB)", 2D) = "white" {}
|
||||
_SubAlphaTex("Alpha", 2D) = "white" {}
|
||||
}
|
||||
|
||||
// multiple render passes, in order to write to the zbuffer before drawing visible surfaces
|
||||
SubShader{
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
}
|
||||
|
||||
Pass {
|
||||
ZWrite On
|
||||
Cull Off // make double sided
|
||||
ColorMask 0 // don't draw any color
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _AlphaTex;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
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||||
fixed4 alph = tex2D(_AlphaTex, i.uv);
|
||||
col.a *= alph.r;
|
||||
clip(col.a - .97); // remove non-opaque pixels from writing to zbuffer
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
ZWrite Off
|
||||
Cull Off // make double sided
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _AlphaTex;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_AlphaTex, i.uv);
|
||||
col.a = alph.r;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
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||||
}
|
||||
10
Assets/Shader/FateStgShader.shader.meta
Normal file
10
Assets/Shader/FateStgShader.shader.meta
Normal file
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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164
Assets/Shader/NobleBase.shader
Normal file
164
Assets/Shader/NobleBase.shader
Normal file
@@ -0,0 +1,164 @@
|
||||
Shader "FGO_Noble/Base" {
|
||||
|
||||
Properties{
|
||||
_Alpha("Alpha", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
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||||
_AddColor ("Add Color", Color) = (0,0,0,0)
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||||
_MainTex ("Base (RGBA)", 2D) = "white" { }
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||||
_Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.9
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||||
}
|
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|
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SubShader{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
|
||||
Pass //Opaque Character
|
||||
{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
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||||
Cull Off
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||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
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||||
#pragma fragment frag
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||||
#include "UnityCG.cginc"
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||||
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||||
struct appdata
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||||
{
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float4 vertex : POSITION0;
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||||
float2 uv : TEXCOORD0;
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||||
float4 color : COLOR0;
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||||
};
|
||||
|
||||
struct v2f
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||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : POSITION0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _Color;
|
||||
fixed4 _AddColor;
|
||||
float4 u_xlat0;
|
||||
float4 u_xlat1;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.color = v.color;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
col = _Color * col + _AddColor;
|
||||
clip(col.a - 0.99);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
//Pass //Line 428 Cutoff Transparency (0.5)
|
||||
//{
|
||||
// Tags { "IGNOREPROJECTOR" = "true" "RenderType" = "TransparentCutout" }
|
||||
// Cull Off
|
||||
// ColorMask 0
|
||||
// CGPROGRAM
|
||||
// #pragma vertex vert
|
||||
// #pragma fragment frag
|
||||
// #include "UnityCG.cginc"
|
||||
|
||||
// struct appdata
|
||||
// {
|
||||
// float4 vertex : POSITION0;
|
||||
// float2 uv : TEXCOORD0;
|
||||
// float4 color : COLOR0;
|
||||
// };
|
||||
|
||||
// struct v2f
|
||||
// {
|
||||
// float2 uv : TEXCOORD0;
|
||||
// float4 vertex : POSITION0;
|
||||
// float4 color : COLOR0;
|
||||
// };
|
||||
|
||||
// sampler2D _MainTex;
|
||||
// sampler2D _Alpha;
|
||||
// fixed4 _Color;
|
||||
// fixed4 _AddColor;
|
||||
// float _Cutoff;
|
||||
// float4 u_xlat0;
|
||||
// float4 u_xlat1;
|
||||
|
||||
// v2f vert(appdata v)
|
||||
// {
|
||||
// v2f o;
|
||||
// o.color = fixed4(0,0,0,1);
|
||||
// o.uv = v.uv;
|
||||
// u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz);
|
||||
// o.vertex = UnityObjectToClipPos(u_xlat0);
|
||||
// return o;
|
||||
// }
|
||||
|
||||
// fixed4 frag(v2f i) : SV_Target
|
||||
// {
|
||||
// fixed4 col = tex2D(_MainTex, i.uv);
|
||||
// col = _Color * col + _AddColor;
|
||||
// clip(col.a - _Cutoff);
|
||||
// return col;
|
||||
// }
|
||||
// ENDCG
|
||||
//}
|
||||
Pass //ADD COLORS
|
||||
{
|
||||
Cull Off // make double sided
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _ColorTint;
|
||||
float _Cutoff;
|
||||
float4 u_xlat0;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
clip(col.a - (1-_Cutoff));
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/NobleBase.shader.meta
Normal file
10
Assets/Shader/NobleBase.shader.meta
Normal file
@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
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guid: d64394bfee1e8324b84dcb59e1d941b5
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ShaderImporter:
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||||
externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Shader/old.meta
Normal file
8
Assets/Shader/old.meta
Normal file
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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||||
guid: 84021ba72c697dc4188062eb3408fddd
|
||||
folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
25
Assets/Shader/old/BufferRender.shader
Normal file
25
Assets/Shader/old/BufferRender.shader
Normal file
@@ -0,0 +1,25 @@
|
||||
Shader "Custom/BufferRender" {
|
||||
|
||||
Properties {
|
||||
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
|
||||
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
|
||||
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||
|
||||
LOD 200
|
||||
Cull Off
|
||||
|
||||
|
||||
// paste in forward rendering passes from Transparent/Diffuse
|
||||
|
||||
UsePass "Transparent/Diffuse/FORWARD"
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
10
Assets/Shader/old/BufferRender.shader.meta
Normal file
10
Assets/Shader/old/BufferRender.shader.meta
Normal file
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 9e9015101e4f2bd4e90dbb2b0af0edb5
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externalObjects: {}
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nonModifiableTextures: []
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preprocessorOverride: 0
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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82
Assets/Shader/old/BufferWrite.mat
Normal file
82
Assets/Shader/old/BufferWrite.mat
Normal file
@@ -0,0 +1,82 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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||||
--- !u!21 &2100000
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||||
Material:
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||||
serializedVersion: 6
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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||||
m_PrefabInstance: {fileID: 0}
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||||
m_PrefabAsset: {fileID: 0}
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||||
m_Name: BufferWrite
|
||||
m_Shader: {fileID: 4800000, guid: c2d51c56945abba488d0cd3408dda26b, type: 3}
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||||
m_ShaderKeywords: _CUTOUT_ON _OPACITY_ON
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||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
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||||
m_DoubleSidedGI: 0
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||||
m_CustomRenderQueue: -1
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||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
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||||
serializedVersion: 3
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||||
m_TexEnvs:
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||||
- _Alpha:
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||||
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
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||||
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||||
m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
m_Colors:
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||||
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||||
m_BuildTextureStacks: []
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||||
8
Assets/Shader/old/BufferWrite.mat.meta
Normal file
8
Assets/Shader/old/BufferWrite.mat.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 910cf9dfb0cb4814f8f25429faaa2256
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23
Assets/Shader/old/BufferWrite.shader
Normal file
23
Assets/Shader/old/BufferWrite.shader
Normal file
@@ -0,0 +1,23 @@
|
||||
Shader "Custom/BufferWrite" {
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags {"Queue"="Transparent-1" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||
|
||||
LOD 200
|
||||
|
||||
|
||||
|
||||
// extra pass that renders to depth buffer only
|
||||
|
||||
Pass {
|
||||
|
||||
ZWrite On
|
||||
|
||||
ColorMask 0
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
10
Assets/Shader/old/BufferWrite.shader.meta
Normal file
10
Assets/Shader/old/BufferWrite.shader.meta
Normal file
@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
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guid: c2d51c56945abba488d0cd3408dda26b
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ShaderImporter:
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externalObjects: {}
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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116
Assets/Shader/old/FateScreenshotShader.shader
Normal file
116
Assets/Shader/old/FateScreenshotShader.shader
Normal file
@@ -0,0 +1,116 @@
|
||||
Shader "FateScreenshotShader" {
|
||||
|
||||
Properties{
|
||||
_Alpha("Alpha", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_AddColor ("Add Color", Color) = (0,0,0,0)
|
||||
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { }
|
||||
_Cutoff ("Base Alpha cutoff", Range(0, 0.9)) = 0.9
|
||||
}
|
||||
|
||||
SubShader{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
|
||||
Pass //Opaque Character
|
||||
{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION0;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : POSITION0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _Color;
|
||||
fixed4 _AddColor;
|
||||
float4 u_xlat0;
|
||||
float4 u_xlat1;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz);
|
||||
o.vertex = UnityObjectToClipPos(u_xlat0);
|
||||
o.color = v.color;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
clip(col.a - 1);
|
||||
col = fixed4(1,1,1,1);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
Pass //ADD COLORS
|
||||
{
|
||||
Cull Off // make double sided
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
BlendOp Max
|
||||
AlphaToMask On
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _ColorTint;
|
||||
float4 u_xlat0;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz);
|
||||
o.vertex = UnityObjectToClipPos(u_xlat0);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
col = fixed4(col.a,col.a,col.a,col.a);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/old/FateScreenshotShader.shader.meta
Normal file
10
Assets/Shader/old/FateScreenshotShader.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08b6da75c53d5734baf63769f7737deb
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
102
Assets/Shader/old/FateShader.shader
Normal file
102
Assets/Shader/old/FateShader.shader
Normal file
@@ -0,0 +1,102 @@
|
||||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "FateShader"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Cutoff( "Mask Clip Value", Float ) = 0.66
|
||||
_Alpha("Alpha", 2D) = "white" {}
|
||||
[Toggle]_Opacity("Opacity", Float) = 1
|
||||
[Toggle]_Cutout("Cutout", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Transparent" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
|
||||
|
||||
Cull Off
|
||||
AlphaToMask On
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma surface surf Unlit keepalpha noshadow
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Opacity;
|
||||
uniform sampler2D _Alpha;
|
||||
uniform float4 _Alpha_ST;
|
||||
uniform float _Cutout;
|
||||
uniform float _Cutoff = 0.66;
|
||||
|
||||
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
|
||||
{
|
||||
return half4 ( 0, 0, 0, s.Alpha );
|
||||
}
|
||||
|
||||
void surf( Input i , inout SurfaceOutput o )
|
||||
{
|
||||
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float4 tex2DNode1 = tex2D( _MainTex, uv_MainTex );
|
||||
o.Emission = tex2DNode1.rgb;
|
||||
float2 uv_Alpha = i.uv_texcoord * _Alpha_ST.xy + _Alpha_ST.zw;
|
||||
float Opacity6 = ( tex2DNode1.a * tex2D( _Alpha, uv_Alpha ).r );
|
||||
o.Alpha = (( _Opacity )?( Opacity6 ):( 1.0 ));
|
||||
clip( (( _Cutout )?( Opacity6 ):( 1.0 )) - _Cutoff );
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18900
|
||||
1038;137;1147;471;923.4102;277.0058;1.480406;True;False
|
||||
Node;AmplifyShaderEditor.SamplerNode;1;-991.8311,-313.1321;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SamplerNode;3;-1063.475,-110.5453;Inherit;True;Property;_Alpha;Alpha;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;-758.9771,-77.15388;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;6;-627.9411,-58.70366;Inherit;False;Opacity;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;25;-534.9466,76.17107;Inherit;False;Constant;_Float1;Float 1;5;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;9;-1008,560;Inherit;False;6;Opacity;1;0;OBJECT;;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.FWidthOpNode;7;-832,560;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;2;-992,480;Inherit;False;Property;_Cutoff;Cutoff;1;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;5;-944,384;Inherit;False;6;Opacity;1;0;OBJECT;;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMaxOpNode;11;-640,560;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0.0001;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;8;-688,400;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;13;-528,576;Inherit;False;Constant;_Float0;Float 0;4;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ToggleSwitchNode;24;-358.3005,49.15369;Inherit;False;Property;_Opacity;Opacity;3;0;Create;True;0;0;0;False;0;False;1;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;12;-384,528;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode;14;-240,592;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ToggleSwitchNode;26;-353.7239,139.012;Inherit;False;Property;_Cutout;Cutout;4;0;Create;True;0;0;0;False;0;False;0;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode;15;-79.95943,586.6773;Inherit;False;a2c;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode;16;-380.7186,282.1119;Inherit;False;15;a2c;1;0;OBJECT;;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleDivideOpNode;10;-512,496;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;102.3322,-143.1352;Float;False;True;-1;2;ASEMaterialInspector;0;0;Unlit;FateShader;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;3;Custom;0.66;True;False;0;True;Transparent;;AlphaTest;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;False;0;5;False;-1;10;False;-1;0;5;False;-1;7;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;1;-1;-1;-1;0;True;0;0;False;-1;-1;0;False;2;0;0;0;False;0.1;False;-1;0;False;-1;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
||||
WireConnection;4;0;1;4
|
||||
WireConnection;4;1;3;1
|
||||
WireConnection;6;0;4;0
|
||||
WireConnection;7;0;9;0
|
||||
WireConnection;11;0;7;0
|
||||
WireConnection;8;0;5;0
|
||||
WireConnection;8;1;2;0
|
||||
WireConnection;24;0;25;0
|
||||
WireConnection;24;1;6;0
|
||||
WireConnection;12;0;10;0
|
||||
WireConnection;12;1;13;0
|
||||
WireConnection;14;0;12;0
|
||||
WireConnection;26;0;25;0
|
||||
WireConnection;26;1;6;0
|
||||
WireConnection;15;0;14;0
|
||||
WireConnection;10;0;8;0
|
||||
WireConnection;10;1;11;0
|
||||
WireConnection;0;2;1;0
|
||||
WireConnection;0;9;24;0
|
||||
WireConnection;0;10;26;0
|
||||
ASEEND*/
|
||||
//CHKSM=747079D4FF5A0CD3EB6DF34E7C6FCD2FAD18D42F
|
||||
10
Assets/Shader/old/FateShader.shader.meta
Normal file
10
Assets/Shader/old/FateShader.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e07780350fdeec3478d924a7a8703e25
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
106
Assets/Shader/old/FateShader2.shader
Normal file
106
Assets/Shader/old/FateShader2.shader
Normal file
@@ -0,0 +1,106 @@
|
||||
Shader "FateShader2" {
|
||||
|
||||
Properties{
|
||||
[NoScaleOffset] _MainTex("Albedo (RGB)", 2D) = "white" {}
|
||||
_Alpha("Alpha", 2D) = "white" {}
|
||||
_Cutoff ("Base Alpha cutoff", Range(0, 1)) = 0.91
|
||||
_ColorTint ("Tint", Color) = (0,0,0,0)
|
||||
}
|
||||
|
||||
// multiple render passes, in order to write to the zbuffer before drawing visible surfaces
|
||||
SubShader{
|
||||
Tags {
|
||||
"Queue" = "Transparent"
|
||||
}
|
||||
|
||||
Pass {
|
||||
ZWrite On
|
||||
Cull Off // make double sided
|
||||
ColorMask 0 // don't draw any color
|
||||
AlphaToMask On
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
float _Cutoff;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
clip(col.a - _Cutoff); // remove non-opaque pixels from writing to zbuffer
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
ZWrite Off
|
||||
Cull Off // make double sided
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _ColorTint;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/old/FateShader2.shader.meta
Normal file
10
Assets/Shader/old/FateShader2.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 313eb9c8d46a2fb419d708a03cf7fde1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
166
Assets/Shader/old/FateShader3.shader
Normal file
166
Assets/Shader/old/FateShader3.shader
Normal file
@@ -0,0 +1,166 @@
|
||||
Shader "FateShader3" {
|
||||
|
||||
Properties{
|
||||
_Alpha("Alpha", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_AddColor ("Add Color", Color) = (0,0,0,0)
|
||||
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" { }
|
||||
_Cutoff ("Base Alpha cutoff", Range(0, 0.9)) = 0.9
|
||||
}
|
||||
|
||||
SubShader{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
|
||||
Pass //Opaque Character
|
||||
{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentCutout" }
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION0;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : POSITION0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _Color;
|
||||
fixed4 _AddColor;
|
||||
float4 u_xlat0;
|
||||
float4 u_xlat1;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.vertex = UnityObjectToClipPos(o.vertex);
|
||||
o.color = v.color;
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
col = _Color * col + _AddColor;
|
||||
clip(col.a - 0.99);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
//Pass //Line 428 Cutoff Transparency (0.5)
|
||||
//{
|
||||
// Tags { "IGNOREPROJECTOR" = "true" "RenderType" = "TransparentCutout" }
|
||||
// Cull Off
|
||||
// ColorMask 0
|
||||
// CGPROGRAM
|
||||
// #pragma vertex vert
|
||||
// #pragma fragment frag
|
||||
// #include "UnityCG.cginc"
|
||||
|
||||
// struct appdata
|
||||
// {
|
||||
// float4 vertex : POSITION0;
|
||||
// float2 uv : TEXCOORD0;
|
||||
// float4 color : COLOR0;
|
||||
// };
|
||||
|
||||
// struct v2f
|
||||
// {
|
||||
// float2 uv : TEXCOORD0;
|
||||
// float4 vertex : POSITION0;
|
||||
// float4 color : COLOR0;
|
||||
// };
|
||||
|
||||
// sampler2D _MainTex;
|
||||
// sampler2D _Alpha;
|
||||
// fixed4 _Color;
|
||||
// fixed4 _AddColor;
|
||||
// float _Cutoff;
|
||||
// float4 u_xlat0;
|
||||
// float4 u_xlat1;
|
||||
|
||||
// v2f vert(appdata v)
|
||||
// {
|
||||
// v2f o;
|
||||
// o.color = fixed4(0,0,0,1);
|
||||
// o.uv = v.uv;
|
||||
// u_xlat0 = mul(unity_ObjectToWorld, v.vertex.xyz);
|
||||
// o.vertex = UnityObjectToClipPos(u_xlat0);
|
||||
// return o;
|
||||
// }
|
||||
|
||||
// fixed4 frag(v2f i) : SV_Target
|
||||
// {
|
||||
// fixed4 col = tex2D(_MainTex, i.uv);
|
||||
// col = _Color * col + _AddColor;
|
||||
// clip(col.a - _Cutoff);
|
||||
// return col;
|
||||
// }
|
||||
// ENDCG
|
||||
//}
|
||||
Pass //ADD COLORS
|
||||
{
|
||||
Cull Off // make double sided
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Alpha;
|
||||
fixed4 _ColorTint;
|
||||
float _Cutoff;
|
||||
float4 u_xlat0;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.vertex = UnityObjectToClipPos(o.vertex);
|
||||
o.uv = v.uv; // just pass through with no scale/offset
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
fixed4 alph = tex2D(_Alpha, i.uv);
|
||||
col.a *= alph.r;
|
||||
clip(col.a - (1-_Cutoff));
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Shader/old/FateShader3.shader.meta
Normal file
10
Assets/Shader/old/FateShader3.shader.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ef6772419a502c4c8d19c2a6037253d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user