cleanup
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6e1fe4d9fc
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08bb09a5da
8 changed files with 1 additions and 326 deletions
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@ -305,85 +305,6 @@ Transform:
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@ -1,54 +0,0 @@
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Shader "Custom/surf_t"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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// o.Depth += 0.1;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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@ -1,89 +0,0 @@
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Shader "Unlit/tes"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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ZWrite On
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Pass
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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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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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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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// UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float3 ro : TEXCOORD1;
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float3 vert_obspace : TEXCOORD2;
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};
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struct fragOut
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{
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fixed4 col : SV_Target;
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float depth : SV_Depth;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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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.vert_obspace = v.vertex;
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o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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// UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fragOut frag (v2f i)
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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// apply fog
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// UNITY_APPLY_FOG(i.fogCoord, col);
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fragOut o;
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// o.col = _Color*0.5;
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o.col.a=1;
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// o.depth = 1;
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float3 rd = normalize(i.vert_obspace - i.ro);
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float d = 0;//-0.1;
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float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, i.vert_obspace));
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// o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5 ;
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// o.col.r = o.depth;
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// o.col.gb = i.ro;
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return o;
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}
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ENDCG
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}
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}
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}
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@ -1,77 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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@ -6,4 +6,4 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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[dependencies]
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image = { version = "0.24.6", default_features = false, features = ["png"] }
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image = { version = "0.24.6", features = ["png"], default-features = false }
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