You've already forked UniversalViewer
							
							DanMachi:
-compatibility improvements Core: -simplified object and keyframe serialization -complicated assetbundle loading
This commit is contained in:
		
							
								
								
									
										86
									
								
								Assets/KF3/Shader/Depth.mat
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										86
									
								
								Assets/KF3/Shader/Depth.mat
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,86 @@ | ||||
| %YAML 1.1 | ||||
| %TAG !u! tag:unity3d.com,2011: | ||||
| --- !u!21 &2100000 | ||||
| Material: | ||||
|   serializedVersion: 6 | ||||
|   m_ObjectHideFlags: 0 | ||||
|   m_CorrespondingSourceObject: {fileID: 0} | ||||
|   m_PrefabInstance: {fileID: 0} | ||||
|   m_PrefabAsset: {fileID: 0} | ||||
|   m_Name: Depth | ||||
|   m_Shader: {fileID: 4800000, guid: 781d003a4921452409fd6f42a135a013, type: 3} | ||||
|   m_ShaderKeywords:  | ||||
|   m_LightmapFlags: 4 | ||||
|   m_EnableInstancingVariants: 0 | ||||
|   m_DoubleSidedGI: 0 | ||||
|   m_CustomRenderQueue: -1 | ||||
|   stringTagMap: {} | ||||
|   disabledShaderPasses: [] | ||||
|   m_SavedProperties: | ||||
|     serializedVersion: 3 | ||||
|     m_TexEnvs: | ||||
|     - _BumpMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _DetailAlbedoMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _DetailMask: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _DetailNormalMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _EmissionMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _MainTex: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _MetallicGlossMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _OcclusionMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _ParallaxMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _texcoord: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     m_Floats: | ||||
|     - _BumpScale: 1 | ||||
|     - _Cutoff: 0.5 | ||||
|     - _DetailNormalMapScale: 1 | ||||
|     - _DstBlend: 0 | ||||
|     - _GlossMapScale: 1 | ||||
|     - _Glossiness: 0.5 | ||||
|     - _GlossyReflections: 1 | ||||
|     - _Length: 5.89 | ||||
|     - _Metallic: 0 | ||||
|     - _Mode: 0 | ||||
|     - _OcclusionStrength: 1 | ||||
|     - _Offset: -1.27 | ||||
|     - _Outline_Width: 0 | ||||
|     - _Parallax: 0.02 | ||||
|     - _SmoothnessTextureChannel: 0 | ||||
|     - _SpecularHighlights: 1 | ||||
|     - _SrcBlend: 1 | ||||
|     - _UVSec: 0 | ||||
|     - _ZWrite: 1 | ||||
|     - __dirty: 0 | ||||
|     m_Colors: | ||||
|     - _Color: {r: 1, g: 1, b: 1, a: 1} | ||||
|     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} | ||||
|   m_BuildTextureStacks: [] | ||||
							
								
								
									
										8
									
								
								Assets/KF3/Shader/Depth.mat.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Assets/KF3/Shader/Depth.mat.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,8 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: bedc6325a0d79c74d993303908f4a896 | ||||
| NativeFormatImporter: | ||||
|   externalObjects: {} | ||||
|   mainObjectFileID: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										82
									
								
								Assets/KF3/Shader/DepthShader.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										82
									
								
								Assets/KF3/Shader/DepthShader.shader
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,82 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "DepthShader" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		_Cutoff( "Mask Clip Value", Float ) = 0.5 | ||||
| 		_Outline_Width("Outline_Width", Float) = 0 | ||||
| 		_MainTex("MainTex", 2D) = "white" {} | ||||
| 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||||
| 		[HideInInspector] __dirty( "", Int ) = 1 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		Tags{ "RenderType" = "Opaque"  "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  } | ||||
| 		Cull Back | ||||
| 		CGPROGRAM | ||||
| 		#include "UnityShaderVariables.cginc" | ||||
| 		#pragma target 3.0 | ||||
| 		#pragma surface surf Standard keepalpha noshadow vertex:vertexDataFunc  | ||||
| 		struct Input | ||||
| 		{ | ||||
| 			float eyeDepth; | ||||
| 			float2 uv_texcoord; | ||||
| 		}; | ||||
|  | ||||
| 		uniform float _Outline_Width; | ||||
| 		uniform float Length; | ||||
| 		uniform float Offset; | ||||
| 		uniform sampler2D _MainTex; | ||||
| 		SamplerState sampler_MainTex; | ||||
| 		uniform float4 _MainTex_ST; | ||||
| 		uniform float _Cutoff = 0.5; | ||||
|  | ||||
| 		void vertexDataFunc( inout appdata_full v, out Input o ) | ||||
| 		{ | ||||
| 			UNITY_INITIALIZE_OUTPUT( Input, o ); | ||||
| 			float3 ase_vertexNormal = v.normal.xyz; | ||||
| 			v.vertex.xyz += ( ase_vertexNormal * ( _Outline_Width * 0.001 ) ); | ||||
| 			v.vertex.w = 1; | ||||
| 			o.eyeDepth = -UnityObjectToViewPos( v.vertex.xyz ).z; | ||||
| 		} | ||||
|  | ||||
| 		void surf( Input i , inout SurfaceOutputStandard o ) | ||||
| 		{ | ||||
| 			float cameraDepthFade1 = (( i.eyeDepth -_ProjectionParams.y - Offset ) / Length); | ||||
| 			float3 temp_cast_0 = (cameraDepthFade1).xxx; | ||||
| 			o.Emission = temp_cast_0; | ||||
| 			o.Alpha = 1; | ||||
| 			float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 			clip( tex2D( _MainTex, uv_MainTex ).a - _Cutoff ); | ||||
| 		} | ||||
|  | ||||
| 		ENDCG | ||||
| 	} | ||||
| 	CustomEditor "ASEMaterialInspector" | ||||
| } | ||||
| /*ASEBEGIN | ||||
| Version=18500 | ||||
| 287;309;1382;648;779.9207;284.6495;1.046712;True;False | ||||
| Node;AmplifyShaderEditor.RangedFloatNode;8;-347.5857,445.3018;Inherit;False;Property;_Outline_Width;Outline_Width;1;0;Create;True;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.RangedFloatNode;5;-743.1245,-136.5234;Inherit;False;Global;Length;Length;0;0;Create;True;0;0;False;0;False;5;35;0;0;0;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.RangedFloatNode;6;-749.1449,-49.33564;Inherit;False;Global;Offset;Offset;1;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.NormalVertexDataNode;9;-344.5857,255.3022;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.ScaleNode;10;-148.3429,440.3138;Inherit;False;0.001;1;0;FLOAT;0;False;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.CameraDepthFade;1;-525.7656,-123.8789;Inherit;False;3;2;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-49.58564,304.3021;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 | ||||
| Node;AmplifyShaderEditor.SamplerNode;12;-345.4782,-1.867204;Inherit;True;Property;_MainTex;MainTex;2;0;Create;True;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.OneMinusNode;4;-213.0137,-175.1542;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.StandardSurfaceOutputNode;15;229.2125,14.16482;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;DepthShader;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;False;0;True;Opaque;;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;1;False;-1;1;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;16;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;5;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;10;0;8;0 | ||||
| WireConnection;1;0;5;0 | ||||
| WireConnection;1;1;6;0 | ||||
| WireConnection;11;0;9;0 | ||||
| WireConnection;11;1;10;0 | ||||
| WireConnection;4;0;1;0 | ||||
| WireConnection;15;2;1;0 | ||||
| WireConnection;15;10;12;4 | ||||
| WireConnection;15;11;11;0 | ||||
| ASEEND*/ | ||||
| //CHKSM=6B241380E5AA10943B14A993E72468FA220D6D4E | ||||
							
								
								
									
										10
									
								
								Assets/KF3/Shader/DepthShader.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								Assets/KF3/Shader/DepthShader.shader.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,10 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 781d003a4921452409fd6f42a135a013 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										82
									
								
								Assets/KF3/Shader/KemonoAlpha.mat
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										82
									
								
								Assets/KF3/Shader/KemonoAlpha.mat
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,82 @@ | ||||
| %YAML 1.1 | ||||
| %TAG !u! tag:unity3d.com,2011: | ||||
| --- !u!21 &2100000 | ||||
| Material: | ||||
|   serializedVersion: 6 | ||||
|   m_ObjectHideFlags: 0 | ||||
|   m_CorrespondingSourceObject: {fileID: 0} | ||||
|   m_PrefabInstance: {fileID: 0} | ||||
|   m_PrefabAsset: {fileID: 0} | ||||
|   m_Name: KemonoAlpha | ||||
|   m_Shader: {fileID: 4800000, guid: 655ab0f80cef02c4eb96d201530ab0dd, type: 3} | ||||
|   m_ShaderKeywords:  | ||||
|   m_LightmapFlags: 0 | ||||
|   m_EnableInstancingVariants: 0 | ||||
|   m_DoubleSidedGI: 0 | ||||
|   m_CustomRenderQueue: -1 | ||||
|   stringTagMap: {} | ||||
|   disabledShaderPasses: [] | ||||
|   m_SavedProperties: | ||||
|     serializedVersion: 3 | ||||
|     m_TexEnvs: | ||||
|     - _BumpMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _DetailAlbedoMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _DetailMask: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _DetailNormalMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _EmissionMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _MainTex: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _MetallicGlossMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _OcclusionMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     - _ParallaxMap: | ||||
|         m_Texture: {fileID: 0} | ||||
|         m_Scale: {x: 1, y: 1} | ||||
|         m_Offset: {x: 0, y: 0} | ||||
|     m_Floats: | ||||
|     - _BumpScale: 1 | ||||
|     - _Cutoff: 0.5 | ||||
|     - _DetailNormalMapScale: 1 | ||||
|     - _DstBlend: 0 | ||||
|     - _GlossMapScale: 1 | ||||
|     - _Glossiness: 0.5 | ||||
|     - _GlossyReflections: 1 | ||||
|     - _Metallic: 0 | ||||
|     - _Mode: 0 | ||||
|     - _OcclusionStrength: 1 | ||||
|     - _Outline_Width: 0 | ||||
|     - _Parallax: 0.02 | ||||
|     - _SmoothnessTextureChannel: 0 | ||||
|     - _SpecularHighlights: 1 | ||||
|     - _SrcBlend: 1 | ||||
|     - _UVSec: 0 | ||||
|     - _Width: 0.01 | ||||
|     - _ZWrite: 1 | ||||
|     - __dirty: 0 | ||||
|     m_Colors: | ||||
|     - _Color: {r: 1, g: 1, b: 1, a: 1} | ||||
|     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} | ||||
|     - _OutlineColor: {r: 1, g: 1, b: 1, a: 0} | ||||
|   m_BuildTextureStacks: [] | ||||
							
								
								
									
										8
									
								
								Assets/KF3/Shader/KemonoAlpha.mat.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Assets/KF3/Shader/KemonoAlpha.mat.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,8 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: a2318f03d5b39104883097cbd3909690 | ||||
| NativeFormatImporter: | ||||
|   externalObjects: {} | ||||
|   mainObjectFileID: 2100000 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										72
									
								
								Assets/KF3/Shader/KemonoAlpha.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										72
									
								
								Assets/KF3/Shader/KemonoAlpha.shader
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,72 @@ | ||||
| // Made with Amplify Shader Editor | ||||
| // Available at the Unity Asset Store - http://u3d.as/y3X  | ||||
| Shader "KemonoDepth" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
| 		_Outline_Width("Outline_Width", Float) = 0 | ||||
| 		_MainTex("MainTex", 2D) = "white" {} | ||||
| 		[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||||
| 		[HideInInspector] __dirty( "", Int ) = 1 | ||||
| 	} | ||||
|  | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		Tags{ "RenderType" = "Transparent"  "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  } | ||||
| 		Cull Back | ||||
| 		ZWrite On | ||||
| 		ZTest Always | ||||
| 		Blend One One | ||||
| 		 | ||||
| 		AlphaToMask On | ||||
| 		CGPROGRAM | ||||
| 		#pragma target 3.0 | ||||
| 		#pragma surface surf Standard keepalpha noshadow vertex:vertexDataFunc  | ||||
| 		struct Input | ||||
| 		{ | ||||
| 			float2 uv_texcoord; | ||||
| 		}; | ||||
|  | ||||
| 		uniform float _Outline_Width; | ||||
| 		uniform sampler2D _MainTex; | ||||
| 		SamplerState sampler_MainTex; | ||||
| 		uniform float4 _MainTex_ST; | ||||
|  | ||||
| 		void vertexDataFunc( inout appdata_full v, out Input o ) | ||||
| 		{ | ||||
| 			UNITY_INITIALIZE_OUTPUT( Input, o ); | ||||
| 			float3 ase_vertexNormal = v.normal.xyz; | ||||
| 			v.vertex.xyz += ( ase_vertexNormal * ( _Outline_Width * 0.001 ) ); | ||||
| 			v.vertex.w = 1; | ||||
| 		} | ||||
|  | ||||
| 		void surf( Input i , inout SurfaceOutputStandard o ) | ||||
| 		{ | ||||
| 			float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; | ||||
| 			float4 tex2DNode15 = tex2D( _MainTex, uv_MainTex ); | ||||
| 			float3 temp_cast_0 = (tex2DNode15.a).xxx; | ||||
| 			o.Emission = temp_cast_0; | ||||
| 			o.Alpha = tex2DNode15.a; | ||||
| 		} | ||||
|  | ||||
| 		ENDCG | ||||
| 	} | ||||
| 	CustomEditor "ASEMaterialInspector" | ||||
| } | ||||
| /*ASEBEGIN | ||||
| Version=18500 | ||||
| 1136;278;1382;654;1112.095;125.5801;1.151147;True;False | ||||
| Node;AmplifyShaderEditor.RangedFloatNode;4;-499.1572,463.9675;Inherit;False;Property;_Outline_Width;Outline_Width;0;0;Create;True;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.NormalVertexDataNode;8;-496.1572,273.9675;Inherit;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||||
| Node;AmplifyShaderEditor.ScaleNode;10;-299.9144,458.9795;Inherit;False;0.001;1;0;FLOAT;0;False;1;FLOAT;0 | ||||
| Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-201.1572,322.9675;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 | ||||
| Node;AmplifyShaderEditor.SamplerNode;15;-709.3722,-52.49344;Inherit;True;Property;_MainTex;MainTex;1;0;Create;True;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.StandardSurfaceOutputNode;13;1,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;KemonoDepth;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;1;False;-1;7;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;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;4;1;False;-1;1;False;-1;0;5;False;-1;10;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;2;-1;-1;-1;0;True;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;16;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;5;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;10;0;4;0 | ||||
| WireConnection;9;0;8;0 | ||||
| WireConnection;9;1;10;0 | ||||
| WireConnection;13;2;15;4 | ||||
| WireConnection;13;9;15;4 | ||||
| WireConnection;13;11;9;0 | ||||
| ASEEND*/ | ||||
| //CHKSM=487328B6E22BAE0DE9E8F0D6F2DDC8E0729724B2 | ||||
							
								
								
									
										10
									
								
								Assets/KF3/Shader/KemonoAlpha.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								Assets/KF3/Shader/KemonoAlpha.shader.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,10 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 655ab0f80cef02c4eb96d201530ab0dd | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										108
									
								
								Assets/KF3/Shader/PRD_Cheek.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										108
									
								
								Assets/KF3/Shader/PRD_Cheek.shader
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,108 @@ | ||||
| Shader "PRD/CheekV2" | ||||
| { | ||||
|   Properties | ||||
|   { | ||||
|     _BaseMap ("BaseMap", 2D) = "white" {} | ||||
|     _BaseColor ("BaseColor", Color) = (1,1,1,1) | ||||
|     [MaterialToggle] _Is_LightColor_Base ("Is_LightColor_Base", float) = 1 | ||||
|   } | ||||
|   SubShader | ||||
|   { | ||||
|     Tags | ||||
|     {  | ||||
|       "IGNOREPROJECTOR" = "true" | ||||
|       "QUEUE" = "Transparent" | ||||
|       "RenderType" = "Transparent" | ||||
|     } | ||||
|     Pass // ind: 1, name:  | ||||
|     { | ||||
|       Tags | ||||
|       {  | ||||
|         "IGNOREPROJECTOR" = "true" | ||||
|         "LIGHTMODE" = "FORWARDBASE" | ||||
|         "QUEUE" = "Transparent" | ||||
|         "RenderType" = "Transparent" | ||||
|       } | ||||
|       Blend SrcAlpha OneMinusSrcAlpha | ||||
|       // m_ProgramMask = 6 | ||||
|       CGPROGRAM | ||||
|       //#pragma target 4.0 | ||||
|        | ||||
|       #pragma vertex vert | ||||
|       #pragma fragment frag | ||||
|        | ||||
|       #include "UnityCG.cginc" | ||||
|        | ||||
|        | ||||
|       #define CODE_BLOCK_VERTEX | ||||
|       //uniform float4x4 unity_ObjectToWorld; | ||||
|       //uniform float4x4 unity_MatrixVP; | ||||
|       uniform float4 _LightColor0; | ||||
|       uniform float4 _BaseColor; | ||||
|       uniform float _Is_LightColor_Base; | ||||
|       uniform float _Alpha; | ||||
|       uniform float _Camouflage; | ||||
|       uniform sampler2D _BaseMap; | ||||
|       struct appdata_t | ||||
|       { | ||||
|           float4 vertex :POSITION0; | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Vert | ||||
|       { | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|           float4 vertex :SV_POSITION; | ||||
|       }; | ||||
|        | ||||
|       struct v2f | ||||
|       { | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Frag | ||||
|       { | ||||
|           float4 color :SV_Target0; | ||||
|       }; | ||||
|        | ||||
|       float4 u_xlat0; | ||||
|       float4 u_xlat1; | ||||
|       OUT_Data_Vert vert(appdata_t in_v) | ||||
|       { | ||||
|           OUT_Data_Vert out_v; | ||||
|           out_v.vertex = UnityObjectToClipPos(in_v.vertex); | ||||
|           out_v.texcoord.xy = in_v.texcoord.xy; | ||||
|           return out_v; | ||||
|       } | ||||
|        | ||||
|       #define CODE_BLOCK_FRAGMENT | ||||
|       float u_xlat0_d; | ||||
|       float4 u_xlat16_1; | ||||
|       float4 u_xlat10_1; | ||||
|       float3 u_xlat16_2; | ||||
|       float u_xlat3; | ||||
|       int u_xlatb3; | ||||
|       OUT_Data_Frag frag(v2f in_f) | ||||
|       { | ||||
|           OUT_Data_Frag out_f; | ||||
|           u_xlat0_d = ((-_Camouflage) + 1); | ||||
|           u_xlat0_d = (u_xlat0_d * _Alpha); | ||||
|           u_xlatb3 = (0.649999976>=_Camouflage); | ||||
|           u_xlat3 = (u_xlatb3)?(1):(float(0)); | ||||
|           u_xlat0_d = (u_xlat3 * u_xlat0_d); | ||||
|           u_xlat10_1 = tex2D(_BaseMap, in_f.texcoord.xy); | ||||
|           u_xlat16_1 = (u_xlat10_1 * _BaseColor); | ||||
|           u_xlat0_d = (u_xlat0_d * u_xlat16_1.w); | ||||
|           out_f.color.w = u_xlat0_d; | ||||
|           u_xlat16_2.xyz = ((u_xlat16_1.xyz * _LightColor0.xyz) + (-u_xlat16_1.xyz)); | ||||
|           out_f.color.xyz = ((float3(_Is_LightColor_Base, _Is_LightColor_Base, _Is_LightColor_Base) * u_xlat16_2.xyz) + u_xlat16_1.xyz); | ||||
|           return out_f; | ||||
|       } | ||||
|        | ||||
|        | ||||
|       ENDCG | ||||
|        | ||||
|     } // end phase | ||||
|   } | ||||
|   FallBack Off | ||||
| } | ||||
							
								
								
									
										10
									
								
								Assets/KF3/Shader/PRD_Cheek.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								Assets/KF3/Shader/PRD_Cheek.shader.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,10 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: bc54e7e510c2b4b44940bbff7795c6d7 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										109
									
								
								Assets/KF3/Shader/PRD_EyeBall.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										109
									
								
								Assets/KF3/Shader/PRD_EyeBall.shader
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,109 @@ | ||||
| Shader "PRD/EyeBallV2" | ||||
| { | ||||
|   Properties | ||||
|   { | ||||
|     [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode ("Cull Mode", float) = 2 | ||||
|     _BaseMap ("BaseMap", 2D) = "white" {} | ||||
|     _BaseColor ("BaseColor", Color) = (1,1,1,1) | ||||
|     [MaterialToggle] _Is_LightColor_Base ("Is_LightColor_Base", float) = 1 | ||||
|   } | ||||
|   SubShader | ||||
|   { | ||||
|     Tags | ||||
|     {  | ||||
|       "RenderType" = "Opaque" | ||||
|     } | ||||
|     Pass // ind: 1, name: FORWARD | ||||
|     { | ||||
|       Name "FORWARD" | ||||
|       Tags | ||||
|       {  | ||||
|         "LIGHTMODE" = "FORWARDBASE" | ||||
|         "RenderType" = "Opaque" | ||||
|         "SHADOWSUPPORT" = "true" | ||||
|       } | ||||
|       Cull Off | ||||
|       // m_ProgramMask = 6 | ||||
|       CGPROGRAM | ||||
|       #pragma multi_compile DIRECTIONAL | ||||
|       //#pragma target 4.0 | ||||
|        | ||||
|       #pragma vertex vert | ||||
|       #pragma fragment frag | ||||
|        | ||||
|       #include "UnityCG.cginc" | ||||
|        | ||||
|        | ||||
|       #define CODE_BLOCK_VERTEX | ||||
|       //uniform float4x4 unity_ObjectToWorld; | ||||
|       //uniform float4x4 unity_MatrixVP; | ||||
|       uniform float4 _LightColor0; | ||||
|       uniform float4 _BaseColor; | ||||
|       uniform float4 _BaseMap_ST; | ||||
|       uniform float _Is_LightColor_Base; | ||||
|       uniform float4 _EyeColor; | ||||
|       uniform float _Alpha; | ||||
|       uniform float _Camouflage; | ||||
|       uniform sampler2D _BaseMap; | ||||
|       struct appdata_t | ||||
|       { | ||||
|           float4 vertex :POSITION0; | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Vert | ||||
|       { | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|           float4 vertex :SV_POSITION; | ||||
|       }; | ||||
|        | ||||
|       struct v2f | ||||
|       { | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Frag | ||||
|       { | ||||
|           float4 color :SV_Target0; | ||||
|       }; | ||||
|        | ||||
|       float4 u_xlat0; | ||||
|       float4 u_xlat1; | ||||
|       OUT_Data_Vert vert(appdata_t in_v) | ||||
|       { | ||||
|           OUT_Data_Vert out_v; | ||||
|           out_v.vertex = UnityObjectToClipPos(in_v.vertex); | ||||
|           out_v.texcoord.xy = in_v.texcoord.xy; | ||||
|           return out_v; | ||||
|       } | ||||
|        | ||||
|       #define CODE_BLOCK_FRAGMENT | ||||
|       float3 u_xlat0_d; | ||||
|       float4 u_xlat10_0; | ||||
|       float3 u_xlat1_d; | ||||
|       float3 u_xlat2; | ||||
|       float u_xlat16_9; | ||||
|       OUT_Data_Frag frag(v2f in_f) | ||||
|       { | ||||
|           OUT_Data_Frag out_f; | ||||
|           u_xlat0_d.xy = TRANSFORM_TEX(in_f.texcoord.xy, _BaseMap); | ||||
|           u_xlat10_0 = tex2D(_BaseMap, u_xlat0_d.xy); | ||||
|           u_xlat0_d.xyz = (u_xlat10_0.xyz + (_BaseColor.xyz * (1-u_xlat10_0.a))); | ||||
|           u_xlat16_9 = ((-u_xlat10_0.w) + 1); | ||||
|           u_xlat1_d.xyz = (float3(u_xlat16_9, u_xlat16_9, u_xlat16_9) * _EyeColor.xyz); | ||||
|           u_xlat2.xyz = ((u_xlat0_d.xyz * _LightColor0.xyz) + (-u_xlat0_d.xyz)); | ||||
|           u_xlat0_d.xyz = ((float3(_Is_LightColor_Base, _Is_LightColor_Base, _Is_LightColor_Base) * u_xlat2.xyz) + u_xlat0_d.xyz); | ||||
|           u_xlat0_d.xyz = clamp(u_xlat0_d.xyz, 0, 1); | ||||
|           out_f.color.xyz = ((u_xlat1_d.xyz * _EyeColor.www) + u_xlat0_d.xyz); | ||||
|           u_xlat0_d.x = ((-_Camouflage) + 1); | ||||
|           out_f.color.w = (u_xlat0_d.x * _Alpha); | ||||
|           return out_f; | ||||
|       } | ||||
|        | ||||
|        | ||||
|       ENDCG | ||||
|        | ||||
|     } // end phase | ||||
|   } | ||||
|   FallBack Off | ||||
| } | ||||
							
								
								
									
										10
									
								
								Assets/KF3/Shader/PRD_EyeBall.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								Assets/KF3/Shader/PRD_EyeBall.shader.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,10 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 1bde9f51cb22f214eab1a9f23f06fb6d | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										420
									
								
								Assets/KF3/Shader/PRD_FriendsShader.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										420
									
								
								Assets/KF3/Shader/PRD_FriendsShader.shader
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,420 @@ | ||||
| Shader "PRD/FriendsShaderV2" | ||||
| { | ||||
|   Properties | ||||
|   { | ||||
|     [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode ("Cull Mode", float) = 2 | ||||
|     _BaseMap ("BaseMap", 2D) = "white" {} | ||||
|     _BaseColor ("BaseColor", Color) = (1,1,1,1) | ||||
|     [MaterialToggle] _Is_LightColor_Base ("Is_LightColor_Base", float) = 1 | ||||
|     _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} | ||||
|     _1st_ShadeColor ("1st_ShadeColor", Color) = (0.9019,0.7843,0.7843,1) | ||||
|     [MaterialToggle] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", float) = 1 | ||||
|     [MaterialToggle] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", float) = 1 | ||||
|     _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0.2 | ||||
|     _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.42 | ||||
|     _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 | ||||
|     [MaterialToggle] _RimLight ("RimLight", float) = 0 | ||||
|     _RimLightColor ("RimLightColor", Color) = (1,1,1,1) | ||||
|     [MaterialToggle] _Is_LightColor_RimLight ("Is_LightColor_RimLight", float) = 1 | ||||
|     _RimLight_Power ("RimLight_Power", Range(0, 1)) = 0.1 | ||||
|     _RimLight_InsideMask ("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001 | ||||
|     [MaterialToggle] _RimLight_FeatherOff ("RimLight_FeatherOff", float) = 0 | ||||
|     _Outline_Width ("Outline_Width", float) = 2 | ||||
|     _Farthest_Distance ("Farthest_Distance", float) = 10 | ||||
|     _Nearest_Distance ("Nearest_Distance", float) = 0.5 | ||||
|     _Outline_Color ("Outline_Color", Color) = (0.196,0.1176,0.1176,1) | ||||
|   } | ||||
|   SubShader | ||||
|   { | ||||
|     Tags | ||||
|     {  | ||||
|       "RenderType" = "Opaque" | ||||
|     } | ||||
|     Pass // ind: 1, name: Outline | ||||
|     { | ||||
|       Name "Outline" | ||||
|       Tags | ||||
|       {  | ||||
|         "RenderType" = "Opaque" | ||||
|       } | ||||
|       Cull Front | ||||
|       // m_ProgramMask = 6 | ||||
|       CGPROGRAM | ||||
|       //#pragma target 4.0 | ||||
|        | ||||
|       #pragma vertex vert | ||||
|       #pragma fragment frag | ||||
|        | ||||
|       #include "UnityCG.cginc" | ||||
|       #define conv_mxt4x4_3(mat4x4) float4(mat4x4[0].w,mat4x4[1].w,mat4x4[2].w,mat4x4[3].w) | ||||
|        | ||||
|        | ||||
|       #define CODE_BLOCK_VERTEX | ||||
|       //uniform float3 _WorldSpaceCameraPos; | ||||
|       //uniform float4x4 unity_ObjectToWorld; | ||||
|       //uniform float4x4 unity_MatrixVP; | ||||
|       uniform float _Outline_Width; | ||||
|       uniform float _Farthest_Distance; | ||||
|       uniform float _Nearest_Distance; | ||||
|       uniform float4 _Outline_Color; | ||||
|       uniform float _Alpha; | ||||
|       uniform float _Camouflage; | ||||
|       struct appdata_t | ||||
|       { | ||||
|           float4 color :COLOR0; | ||||
|           float4 vertex :POSITION0; | ||||
|           float3 normal :NORMAL0; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Vert | ||||
|       { | ||||
|           float4 vertex :SV_POSITION; | ||||
|       }; | ||||
|        | ||||
|       struct v2f | ||||
|       { | ||||
|           float4 vertex :Position; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Frag | ||||
|       { | ||||
|           float4 color :SV_Target0; | ||||
|       }; | ||||
|        | ||||
|       float4 u_xlat0; | ||||
|       float4 u_xlat1; | ||||
|       float u_xlat16_1; | ||||
|       float u_xlat2; | ||||
|       int u_xlatb2; | ||||
|       float u_xlat4; | ||||
|       OUT_Data_Vert vert(appdata_t in_v) | ||||
|       { | ||||
|           OUT_Data_Vert out_v; | ||||
|           u_xlat0.xyz = ((-_WorldSpaceCameraPos.xyz) + conv_mxt4x4_3(unity_ObjectToWorld).xyz); | ||||
|           u_xlat0.x = length(u_xlat0.xyz); | ||||
|           u_xlat0.x = (u_xlat0.x + (-_Nearest_Distance)); | ||||
|           u_xlat2 = ((-_Nearest_Distance) + _Farthest_Distance); | ||||
|           u_xlat2 = (float(1) / u_xlat2); | ||||
|           u_xlat0.x = (u_xlat2 * u_xlat0.x); | ||||
|           u_xlat0.x = clamp(u_xlat0.x, 0, 1); | ||||
|           u_xlat2 = ((u_xlat0.x * (-2)) + 3); | ||||
|           u_xlat0.x = (u_xlat0.x * u_xlat0.x); | ||||
|           u_xlat0.x = ((u_xlat2 * u_xlat0.x) + 1); | ||||
|           u_xlatb2 = (in_v.color.x>=1); | ||||
|           u_xlat4 = ((-in_v.color.y) + 1); | ||||
|           u_xlat16_1 = (u_xlatb2)?(1):(u_xlat4); | ||||
|           u_xlat2 = (u_xlat16_1 * _Outline_Width); | ||||
|           u_xlat2 = (u_xlat2 * 0.00100000005); | ||||
|           u_xlat0.x = (u_xlat0.x * u_xlat2); | ||||
|           u_xlat0.xyz = ((in_v.normal.xyz * u_xlat0.xxx) + in_v.vertex.xyz); | ||||
|           u_xlat0 = UnityObjectToClipPos(u_xlat0); | ||||
|           out_v.vertex = (u_xlat0 + float4(0, 0, 9.99999972E-10, 0)); | ||||
|           return out_v; | ||||
|       } | ||||
|        | ||||
|       #define CODE_BLOCK_FRAGMENT | ||||
|       float u_xlat0_d; | ||||
|       int u_xlatb0; | ||||
|       float u_xlat1_d; | ||||
|       int u_xlatb1; | ||||
|       OUT_Data_Frag frag(v2f in_f) | ||||
|       { | ||||
|           OUT_Data_Frag out_f; | ||||
|           u_xlatb0 = (_Outline_Width<0); | ||||
|           if(((int(u_xlatb0) * (-1))!=0)) | ||||
|           { | ||||
|               discard; | ||||
|           } | ||||
|           u_xlat0_d = ((-_Camouflage) + 1); | ||||
|           u_xlat0_d = (u_xlat0_d * _Alpha); | ||||
|           u_xlatb1 = (0.649999976>=_Camouflage); | ||||
|           u_xlat1_d = (u_xlatb1)?(1):(float(0)); | ||||
|           out_f.color.w = (u_xlat1_d * u_xlat0_d); | ||||
|           out_f.color.xyz = _Outline_Color.xyz; | ||||
|           return out_f; | ||||
|       } | ||||
|        | ||||
|        | ||||
|       ENDCG | ||||
|        | ||||
|     } // end phase | ||||
|     Pass // ind: 2, name: FORWARD | ||||
|     { | ||||
|       Name "FORWARD" | ||||
|       Tags | ||||
|       {  | ||||
|         "LIGHTMODE" = "FORWARDBASE" | ||||
|         "RenderType" = "Opaque" | ||||
|         "SHADOWSUPPORT" = "true" | ||||
|       } | ||||
|       Cull Off | ||||
|       // m_ProgramMask = 6 | ||||
|       CGPROGRAM | ||||
|       #pragma multi_compile DIRECTIONAL | ||||
|       //#pragma target 4.0 | ||||
|        | ||||
|       #pragma vertex vert | ||||
|       #pragma fragment frag | ||||
|        | ||||
|       #include "UnityCG.cginc" | ||||
|       #define conv_mxt4x4_0(mat4x4) float4(mat4x4[0].x,mat4x4[1].x,mat4x4[2].x,mat4x4[3].x) | ||||
|       #define conv_mxt4x4_1(mat4x4) float4(mat4x4[0].y,mat4x4[1].y,mat4x4[2].y,mat4x4[3].y) | ||||
|       #define conv_mxt4x4_2(mat4x4) float4(mat4x4[0].z,mat4x4[1].z,mat4x4[2].z,mat4x4[3].z) | ||||
|       #define conv_mxt4x4_3(mat4x4) float4(mat4x4[0].w,mat4x4[1].w,mat4x4[2].w,mat4x4[3].w) | ||||
|        | ||||
|        | ||||
|       #define CODE_BLOCK_VERTEX | ||||
|       //uniform float4 _ProjectionParams; | ||||
|       //uniform float4x4 unity_ObjectToWorld; | ||||
|       //uniform float4x4 unity_WorldToObject; | ||||
|       //uniform float4x4 unity_MatrixVP; | ||||
|       //uniform float3 _WorldSpaceCameraPos; | ||||
|       //uniform float4 _WorldSpaceLightPos0; | ||||
|       uniform float4 _LightColor0; | ||||
|       uniform float4 _1st_ShadeColor; | ||||
|       uniform float _BaseColor_Step; | ||||
|       uniform float4 _BaseColor; | ||||
|       uniform float _Set_SystemShadowsToBase; | ||||
|       uniform float _BaseShade_Feather; | ||||
|       uniform float _RimLight; | ||||
|       uniform float _RimLight_Power; | ||||
|       uniform float4 _RimLightColor; | ||||
|       uniform float4 _BaseMap_ST; | ||||
|       uniform float4 _1st_ShadeMap_ST; | ||||
|       uniform float _Is_LightColor_Base; | ||||
|       uniform float _Is_LightColor_1st_Shade; | ||||
|       uniform float _Is_LightColor_RimLight; | ||||
|       uniform float _Tweak_SystemShadowsLevel; | ||||
|       uniform float _RimLight_InsideMask; | ||||
|       uniform float _RimLight_FeatherOff; | ||||
|       uniform float _Alpha; | ||||
|       uniform float _Camouflage; | ||||
|       uniform sampler2D _BaseMap; | ||||
|       uniform sampler2D _1st_ShadeMap; | ||||
|       struct appdata_t | ||||
|       { | ||||
|           float4 color :COLOR0; | ||||
|           float4 vertex :POSITION0; | ||||
|           float3 normal :NORMAL0; | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Vert | ||||
|       { | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|           float texcoord3 :TEXCOORD3; | ||||
|           float4 texcoord1 :TEXCOORD1; | ||||
|           float3 texcoord2 :TEXCOORD2; | ||||
|           float4 vertex :SV_POSITION; | ||||
|       }; | ||||
|        | ||||
|       struct v2f | ||||
|       { | ||||
|           float2 texcoord :TEXCOORD0; | ||||
|           float texcoord3 :TEXCOORD3; | ||||
|           float4 texcoord1 :TEXCOORD1; | ||||
|           float3 texcoord2 :TEXCOORD2; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Frag | ||||
|       { | ||||
|           float4 color :SV_Target0; | ||||
|       }; | ||||
|        | ||||
|       float3 u_xlat0; | ||||
|       float4 u_xlat1; | ||||
|       float u_xlat16_1; | ||||
|       float4 u_xlat2; | ||||
|       int u_xlatb3; | ||||
|       float u_xlat16_4; | ||||
|       float u_xlat9; | ||||
|       OUT_Data_Vert vert(appdata_t in_v) | ||||
|       { | ||||
|           OUT_Data_Vert out_v; | ||||
|           u_xlat0.x = max(_ProjectionParams.y, 0.00999999978); | ||||
|           u_xlat0.x = min(u_xlat0.x, 0.5); | ||||
|           u_xlatb3 = (in_v.color.x>=1); | ||||
|           u_xlat16_1 = (u_xlatb3)?(0):(1); | ||||
|           u_xlat16_4 = (u_xlat16_1 * in_v.color.x); | ||||
|           u_xlat16_1 = (((-in_v.color.z) * u_xlat16_1) + 1); | ||||
|           out_v.texcoord3 = u_xlat16_1; | ||||
|           u_xlat16_1 = (u_xlat16_4 * 0.166659996); | ||||
|           u_xlat0.x = (u_xlat0.x * u_xlat16_1); | ||||
|           u_xlat1 = (in_v.vertex.yyyy * conv_mxt4x4_1(unity_ObjectToWorld)); | ||||
|           u_xlat1 = ((conv_mxt4x4_0(unity_ObjectToWorld) * in_v.vertex.xxxx) + u_xlat1); | ||||
|           u_xlat1 = ((conv_mxt4x4_2(unity_ObjectToWorld) * in_v.vertex.zzzz) + u_xlat1); | ||||
|           u_xlat2 = (u_xlat1 + conv_mxt4x4_3(unity_ObjectToWorld)); | ||||
|           out_v.texcoord1 = ((conv_mxt4x4_3(unity_ObjectToWorld) * in_v.vertex.wwww) + u_xlat1); | ||||
|           u_xlat1 = mul(unity_MatrixVP, u_xlat2); | ||||
|           u_xlat0.x = (u_xlat0.x / u_xlat1.w); | ||||
|           out_v.vertex.z = ((u_xlat0.x) + u_xlat1.z); | ||||
|           out_v.vertex.xyw = u_xlat1.xyw; | ||||
|           out_v.texcoord.xy = in_v.texcoord.xy; | ||||
|           u_xlat0.x = dot(in_v.normal.xyz, conv_mxt4x4_0(unity_WorldToObject).xyz); | ||||
|           u_xlat0.y = dot(in_v.normal.xyz, conv_mxt4x4_1(unity_WorldToObject).xyz); | ||||
|           u_xlat0.z = dot(in_v.normal.xyz, conv_mxt4x4_2(unity_WorldToObject).xyz); | ||||
|           out_v.texcoord2.xyz = normalize(u_xlat0.xyz); | ||||
|           return out_v; | ||||
|       } | ||||
|        | ||||
|       #define CODE_BLOCK_FRAGMENT | ||||
|       float4 u_xlat0_d; | ||||
|       float3 u_xlat10_0; | ||||
|       float4 u_xlat1_d; | ||||
|       float3 u_xlat10_1; | ||||
|       int u_xlatb1; | ||||
|       float3 u_xlat2_d; | ||||
|       float3 u_xlat16_2; | ||||
|       float3 u_xlat3; | ||||
|       float3 u_xlat4; | ||||
|       float u_xlat6; | ||||
|       float u_xlat15; | ||||
|       float u_xlat16_15; | ||||
|       int u_xlatb15; | ||||
|       float u_xlat16; | ||||
|       OUT_Data_Frag frag(v2f in_f) | ||||
|       { | ||||
|           OUT_Data_Frag out_f; | ||||
|           u_xlat0_d.xy = TRANSFORM_TEX(in_f.texcoord.xy, _1st_ShadeMap); | ||||
|           u_xlat10_0.xyz = tex2D(_1st_ShadeMap, u_xlat0_d.xy).xyz; | ||||
|           u_xlat0_d.xyz = (u_xlat10_0.xyz * _1st_ShadeColor.xyz); | ||||
|           u_xlat1_d.xyz = ((u_xlat0_d.xyz * _LightColor0.xyz) + (-u_xlat0_d.xyz)); | ||||
|           u_xlat0_d.xyz = ((float3(float3(_Is_LightColor_1st_Shade, _Is_LightColor_1st_Shade, _Is_LightColor_1st_Shade)) * u_xlat1_d.xyz) + u_xlat0_d.xyz); | ||||
|           u_xlat1_d.xy = TRANSFORM_TEX(in_f.texcoord.xy, _BaseMap); | ||||
|           u_xlat10_1.xyz = tex2D(_BaseMap, u_xlat1_d.xy).xyz; | ||||
|           u_xlat1_d.xyz = (u_xlat10_1.xyz * _BaseColor.xyz); | ||||
|           u_xlat2_d.xyz = ((u_xlat1_d.xyz * _LightColor0.xyz) + (-u_xlat1_d.xyz)); | ||||
|           u_xlat1_d.xyz = ((float3(_Is_LightColor_Base, _Is_LightColor_Base, _Is_LightColor_Base) * u_xlat2_d.xyz) + u_xlat1_d.xyz); | ||||
|           u_xlat16_2.xyz = normalize(_WorldSpaceLightPos0.xyz); | ||||
|           u_xlat3.xyz = normalize(in_f.texcoord2.xyz); | ||||
|           u_xlat15 = (((u_xlat16_15)?(1):(0)!=0))?(1):((1)); | ||||
|           u_xlat4.xyz = (float3(u_xlat15, u_xlat15, u_xlat15) * u_xlat3.xyz); | ||||
|           u_xlat3.xyz = ((u_xlat3.xyz * float3(u_xlat15, u_xlat15, u_xlat15)) + float3(1, 1, 1)); | ||||
|           u_xlat15 = dot(u_xlat4.xyz, u_xlat16_2.xyz); | ||||
|           u_xlat15 = ((u_xlat15 * 0.5) + 0.5); | ||||
|           u_xlat16 = (_Tweak_SystemShadowsLevel + 1); | ||||
|           u_xlat16 = clamp(u_xlat16, 0, 1); | ||||
|           u_xlat16 = ((u_xlat15 * u_xlat16) + (-u_xlat15)); | ||||
|           u_xlat0_d.w = ((_Set_SystemShadowsToBase * u_xlat16) + u_xlat15); | ||||
|           u_xlat1_d.w = (_BaseColor_Step + (-_BaseShade_Feather)); | ||||
|           u_xlat0_d = (u_xlat0_d + (-u_xlat1_d)); | ||||
|           u_xlat16 = ((-u_xlat1_d.w) + _BaseColor_Step); | ||||
|           u_xlat15 = (u_xlat0_d.w / u_xlat16); | ||||
|           u_xlat15 = ((-u_xlat15) + 1); | ||||
|           u_xlat15 = clamp(u_xlat15, 0, 1); | ||||
|           u_xlat15 = (u_xlat15 * in_f.texcoord3); | ||||
|           u_xlat0_d.xyz = ((float3(u_xlat15, u_xlat15, u_xlat15) * u_xlat0_d.xyz) + u_xlat1_d.xyz); | ||||
|           u_xlat1_d.xyz = ((-in_f.texcoord1.xyz) + _WorldSpaceCameraPos.xyz); | ||||
|           u_xlat1_d.xyz = normalize(u_xlat1_d.xyz); | ||||
|           u_xlat15 = dot(u_xlat4.xyz, u_xlat1_d.xyz); | ||||
|           u_xlat15 = ((-u_xlat15) + 1); | ||||
|           u_xlat15 = log2(u_xlat15); | ||||
|           u_xlat1_d.x = ((_RimLight_Power * (-3)) + 3); | ||||
|           u_xlat1_d.x = exp2(u_xlat1_d.x); | ||||
|           u_xlat15 = (u_xlat15 * u_xlat1_d.x); | ||||
|           u_xlat15 = exp2(u_xlat15); | ||||
|           u_xlatb1 = (u_xlat15>=_RimLight_InsideMask); | ||||
|           u_xlat15 = (u_xlat15 + (-_RimLight_InsideMask)); | ||||
|           u_xlat1_d.x = (u_xlatb1)?(1):(float(0)); | ||||
|           u_xlat6 = ((-_RimLight_InsideMask) + 1); | ||||
|           u_xlat15 = (u_xlat15 / u_xlat6); | ||||
|           u_xlat1_d.x = ((-u_xlat15) + u_xlat1_d.x); | ||||
|           u_xlat15 = ((_RimLight_FeatherOff * u_xlat1_d.x) + u_xlat15); | ||||
|           u_xlat15 = clamp(u_xlat15, 0, 1); | ||||
|           u_xlat1_d.xyz = ((_RimLightColor.xyz * _LightColor0.xyz) + (-_RimLightColor.xyz)); | ||||
|           u_xlat1_d.xyz = ((float3(float3(_Is_LightColor_RimLight, _Is_LightColor_RimLight, _Is_LightColor_RimLight)) * u_xlat1_d.xyz) + _RimLightColor.xyz); | ||||
|           u_xlat1_d.xyz = (float3(u_xlat15, u_xlat15, u_xlat15) * u_xlat1_d.xyz); | ||||
|           u_xlat0_d.xyz = ((float3(_RimLight, _RimLight, _RimLight) * u_xlat1_d.xyz) + u_xlat0_d.xyz); | ||||
|           u_xlat0_d.xyz = clamp(u_xlat0_d.xyz, 0, 1); | ||||
|           u_xlatb15 = (_Camouflage>=0.800000012); | ||||
|           u_xlat0_d.xyz = (int(u_xlatb15))?(float3(0, 0, 0)):(u_xlat0_d.xyz); | ||||
|           u_xlat15 = (u_xlatb15)?(1):(float(0)); | ||||
|           u_xlat1_d.xyz = (float3(u_xlat15, u_xlat15, u_xlat15) * u_xlat3.xyz); | ||||
|           out_f.color.xyz = ((u_xlat1_d.xyz * float3(0.5, 0.5, 0.5)) + u_xlat0_d.xyz); | ||||
|           u_xlat0_d.x = ((-_Camouflage) + 1); | ||||
|           out_f.color.w = (u_xlat0_d.x * _Alpha); | ||||
|           return out_f; | ||||
|       } | ||||
|        | ||||
|        | ||||
|       ENDCG | ||||
|        | ||||
|     } // end phase | ||||
|     Pass // ind: 3, name: ShadowCaster | ||||
|     { | ||||
|       Name "ShadowCaster" | ||||
|       Tags | ||||
|       {  | ||||
|         "LIGHTMODE" = "SHADOWCASTER" | ||||
|         "RenderType" = "Opaque" | ||||
|         "SHADOWSUPPORT" = "true" | ||||
|       } | ||||
|       Cull Off | ||||
|       Offset 1, 1 | ||||
|       // m_ProgramMask = 6 | ||||
|       CGPROGRAM | ||||
|       #pragma multi_compile SHADOWS_DEPTH | ||||
|       //#pragma target 4.0 | ||||
|        | ||||
|       #pragma vertex vert | ||||
|       #pragma fragment frag | ||||
|        | ||||
|       #include "UnityCG.cginc" | ||||
|        | ||||
|        | ||||
|       #define CODE_BLOCK_VERTEX | ||||
|       //uniform float4 unity_LightShadowBias; | ||||
|       //uniform float4x4 unity_ObjectToWorld; | ||||
|       //uniform float4x4 unity_MatrixVP; | ||||
|       struct appdata_t | ||||
|       { | ||||
|           float4 vertex :POSITION0; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Vert | ||||
|       { | ||||
|           float4 vertex :SV_POSITION; | ||||
|       }; | ||||
|        | ||||
|       struct v2f | ||||
|       { | ||||
|           float4 vertex :Position; | ||||
|       }; | ||||
|        | ||||
|       struct OUT_Data_Frag | ||||
|       { | ||||
|           float4 color :SV_Target0; | ||||
|       }; | ||||
|        | ||||
|       float4 u_xlat0; | ||||
|       float4 u_xlat1; | ||||
|       float u_xlat4; | ||||
|       OUT_Data_Vert vert(appdata_t in_v) | ||||
|       { | ||||
|           OUT_Data_Vert out_v; | ||||
|           u_xlat0 = UnityObjectToClipPos(in_v.vertex); | ||||
|           u_xlat1.x = (unity_LightShadowBias.x / u_xlat0.w); | ||||
|           u_xlat1.x = clamp(u_xlat1.x, 0, 1); | ||||
|           u_xlat4 = (u_xlat0.z + u_xlat1.x); | ||||
|           u_xlat1.x = max((-u_xlat0.w), u_xlat4); | ||||
|           out_v.vertex.xyw = u_xlat0.xyw; | ||||
|           u_xlat0.x = ((-u_xlat4) + u_xlat1.x); | ||||
|           out_v.vertex.z = ((unity_LightShadowBias.y * u_xlat0.x) + u_xlat4); | ||||
|           return out_v; | ||||
|       } | ||||
|        | ||||
|       #define CODE_BLOCK_FRAGMENT | ||||
|       OUT_Data_Frag frag(v2f in_f) | ||||
|       { | ||||
|           OUT_Data_Frag out_f; | ||||
|           out_f.color = float4(0, 0, 0, 0); | ||||
|           return out_f; | ||||
|       } | ||||
|        | ||||
|        | ||||
|       ENDCG | ||||
|        | ||||
|     } // end phase | ||||
|   } | ||||
|   FallBack Off | ||||
| } | ||||
							
								
								
									
										10
									
								
								Assets/KF3/Shader/PRD_FriendsShader.shader.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								Assets/KF3/Shader/PRD_FriendsShader.shader.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,10 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 6397f5af8f31d234894a483db4a96e5b | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   preprocessorOverride: 0 | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										8
									
								
								Assets/KF3/Shader/v2.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Assets/KF3/Shader/v2.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,8 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 47cf150f8c29ec644a472be0012f9e49 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										
											BIN
										
									
								
								Assets/KF3/Shader/v2/kf3_Android_decompiled_Shaders_20210804.zip
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Assets/KF3/Shader/v2/kf3_Android_decompiled_Shaders_20210804.zip
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| @@ -0,0 +1,7 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: cca54dbfd52471f49af9050bef2184d9 | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
		Reference in New Issue
	
	Block a user