This commit is contained in:
Crispy 2023-07-22 23:28:36 +02:00
parent 6e1fe4d9fc
commit 08bb09a5da
8 changed files with 1 additions and 326 deletions

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Shader "Custom/surf_t"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
// o.Depth += 0.1;
}
ENDCG
}
FallBack "Diffuse"
}

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Shader "Unlit/tes"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
ZWrite On
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
// UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 ro : TEXCOORD1;
float3 vert_obspace : TEXCOORD2;
};
struct fragOut
{
fixed4 col : SV_Target;
float depth : SV_Depth;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vert_obspace = v.vertex;
o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
// UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fragOut frag (v2f i)
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
// UNITY_APPLY_FOG(i.fogCoord, col);
fragOut o;
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o.col.a=1;
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float d = 0;//-0.1;
float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, i.vert_obspace));
// o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5 ;
// o.col.r = o.depth;
// o.col.gb = i.ro;
return o;
}
ENDCG
}
}
}

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@ -6,4 +6,4 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
image = { version = "0.24.6", default_features = false, features = ["png"] }
image = { version = "0.24.6", features = ["png"], default-features = false }