This commit is contained in:
Crispy 2023-01-22 16:38:23 +01:00
commit c7d8c303a6
499 changed files with 2349700 additions and 0 deletions

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Shader "FX/MirrorReflection"
{
Properties
{
_MainTex ("_MainTex", 2D) = "white" {}
_ReflectionTexLeft ("_ReflectionTexLeft", 2D) = "white" {}
_ReflectionTexRight ("_ReflectionTexRight", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityInstancing.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 refl : TEXCOORD1;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.refl = ComputeNonStereoScreenPos(o.pos);
return o;
}
sampler2D _MainTex;
sampler2D _ReflectionTexLeft;
sampler2D _ReflectionTexRight;
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 refl;
float4 projCoord = UNITY_PROJ_COORD(i.refl);
float2 proj2 = float2(1 - projCoord.x / projCoord.w, projCoord.y / projCoord.w);
if (unity_StereoEyeIndex == 0) refl = tex2D(_ReflectionTexLeft, proj2);
else refl = tex2D(_ReflectionTexRight, proj2);
return tex * refl;
}
ENDCG
}
}
}

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Shader "Alpha Blend Interactive/Value Display"
{
Properties
{
_Value("Value", Float) = 0
_BackgroundColor("Background Color", Color) = (0,0,0,0)
_Cutoff( "Mask Clip Value", Float ) = 0
_DigitSheet("Digit Sheet", 2D) = "black" {}
DigitSigns("Digit Signs", 2D) = "black" {}
_DigitColor("Digit Color", Color) = (0,0,0,0)
_EmissionMultiplier("Emission Multiplier", Range( 0 , 50)) = 0
_Metallic("Metallic", Range( 0 , 1)) = 0
_Roughness("Roughness", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform float4 _BackgroundColor;
uniform float4 _DigitColor;
uniform sampler2D DigitSigns;
uniform float _Value;
uniform sampler2D _DigitSheet;
uniform float _EmissionMultiplier;
uniform float _Metallic;
uniform float _Roughness;
uniform float _Cutoff = 0;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_TexCoord79 = i.uv_texcoord * float2( 5,1 );
float temp_output_4_0_g14 = 2.0;
float temp_output_5_0_g14 = 1.0;
float2 appendResult7_g14 = (float2(temp_output_4_0_g14 , temp_output_5_0_g14));
float totalFrames39_g14 = ( temp_output_4_0_g14 * temp_output_5_0_g14 );
float2 appendResult8_g14 = (float2(totalFrames39_g14 , temp_output_5_0_g14));
float clampResult3 = clamp( _Value , -9999.0 , 9999.0 );
float clampResult42_g14 = clamp( 0.0 , 0.0001 , ( totalFrames39_g14 - 1.0 ) );
float temp_output_35_0_g14 = frac( ( ( (( clampResult3 > 0.0 ) ? 0.0 : 1.0 ) + clampResult42_g14 ) / totalFrames39_g14 ) );
float2 appendResult29_g14 = (float2(temp_output_35_0_g14 , ( 1.0 - temp_output_35_0_g14 )));
float2 temp_output_15_0_g14 = ( ( uv_TexCoord79 / appendResult7_g14 ) + ( floor( ( appendResult8_g14 * appendResult29_g14 ) ) / appendResult7_g14 ) );
float2 uv_TexCoord53 = i.uv_texcoord * float2( 5,1 ) + float2( -1,0 );
float temp_output_4_0_g13 = 10.0;
float temp_output_5_0_g13 = 1.0;
float2 appendResult7_g13 = (float2(temp_output_4_0_g13 , temp_output_5_0_g13));
float totalFrames39_g13 = ( temp_output_4_0_g13 * temp_output_5_0_g13 );
float2 appendResult8_g13 = (float2(totalFrames39_g13 , temp_output_5_0_g13));
float temp_output_4_0 = floor( abs( clampResult3 ) );
float clampResult42_g13 = clamp( 0.0 , 0.0001 , ( totalFrames39_g13 - 1.0 ) );
float temp_output_35_0_g13 = frac( ( ( floor( ( temp_output_4_0 / 1000.0 ) ) + clampResult42_g13 ) / totalFrames39_g13 ) );
float2 appendResult29_g13 = (float2(temp_output_35_0_g13 , ( 1.0 - temp_output_35_0_g13 )));
float2 temp_output_15_0_g13 = ( ( uv_TexCoord53 / appendResult7_g13 ) + ( floor( ( appendResult8_g13 * appendResult29_g13 ) ) / appendResult7_g13 ) );
float2 uv_TexCoord39 = i.uv_texcoord * float2( 5,1 ) + float2( -2,0 );
float temp_output_4_0_g12 = 10.0;
float temp_output_5_0_g12 = 1.0;
float2 appendResult7_g12 = (float2(temp_output_4_0_g12 , temp_output_5_0_g12));
float totalFrames39_g12 = ( temp_output_4_0_g12 * temp_output_5_0_g12 );
float2 appendResult8_g12 = (float2(totalFrames39_g12 , temp_output_5_0_g12));
float clampResult42_g12 = clamp( 0.0 , 0.0001 , ( totalFrames39_g12 - 1.0 ) );
float temp_output_35_0_g12 = frac( ( ( floor( ( temp_output_4_0 / 100.0 ) ) + clampResult42_g12 ) / totalFrames39_g12 ) );
float2 appendResult29_g12 = (float2(temp_output_35_0_g12 , ( 1.0 - temp_output_35_0_g12 )));
float2 temp_output_15_0_g12 = ( ( uv_TexCoord39 / appendResult7_g12 ) + ( floor( ( appendResult8_g12 * appendResult29_g12 ) ) / appendResult7_g12 ) );
float2 uv_TexCoord11 = i.uv_texcoord * float2( 5,1 ) + float2( -3,0 );
float temp_output_4_0_g10 = 10.0;
float temp_output_5_0_g10 = 1.0;
float2 appendResult7_g10 = (float2(temp_output_4_0_g10 , temp_output_5_0_g10));
float totalFrames39_g10 = ( temp_output_4_0_g10 * temp_output_5_0_g10 );
float2 appendResult8_g10 = (float2(totalFrames39_g10 , temp_output_5_0_g10));
float clampResult42_g10 = clamp( 0.0 , 0.0001 , ( totalFrames39_g10 - 1.0 ) );
float temp_output_35_0_g10 = frac( ( ( floor( ( temp_output_4_0 / 10.0 ) ) + clampResult42_g10 ) / totalFrames39_g10 ) );
float2 appendResult29_g10 = (float2(temp_output_35_0_g10 , ( 1.0 - temp_output_35_0_g10 )));
float2 temp_output_15_0_g10 = ( ( uv_TexCoord11 / appendResult7_g10 ) + ( floor( ( appendResult8_g10 * appendResult29_g10 ) ) / appendResult7_g10 ) );
float2 uv_TexCoord8 = i.uv_texcoord * float2( 5,1 ) + float2( -4,0 );
float temp_output_4_0_g11 = 10.0;
float temp_output_5_0_g11 = 1.0;
float2 appendResult7_g11 = (float2(temp_output_4_0_g11 , temp_output_5_0_g11));
float totalFrames39_g11 = ( temp_output_4_0_g11 * temp_output_5_0_g11 );
float2 appendResult8_g11 = (float2(totalFrames39_g11 , temp_output_5_0_g11));
float clampResult42_g11 = clamp( 0.0 , 0.0001 , ( totalFrames39_g11 - 1.0 ) );
float temp_output_35_0_g11 = frac( ( ( temp_output_4_0 + clampResult42_g11 ) / totalFrames39_g11 ) );
float2 appendResult29_g11 = (float2(temp_output_35_0_g11 , ( 1.0 - temp_output_35_0_g11 )));
float2 temp_output_15_0_g11 = ( ( uv_TexCoord8 / appendResult7_g11 ) + ( floor( ( appendResult8_g11 * appendResult29_g11 ) ) / appendResult7_g11 ) );
float4 lerpResult23 = lerp( tex2D( _DigitSheet, temp_output_15_0_g10 ) , tex2D( _DigitSheet, temp_output_15_0_g11 ) , (( uv_TexCoord8.x < 0.0 ) ? 0.0 : 1.0 ));
float4 lerpResult49 = lerp( tex2D( _DigitSheet, temp_output_15_0_g12 ) , lerpResult23 , (( uv_TexCoord39.x < 1.0 ) ? 0.0 : 1.0 ));
float4 lerpResult70 = lerp( tex2D( _DigitSheet, temp_output_15_0_g13 ) , lerpResult49 , (( uv_TexCoord53.x < 1.0 ) ? 0.0 : 1.0 ));
float4 lerpResult93 = lerp( tex2D( DigitSigns, temp_output_15_0_g14 ) , lerpResult70 , (( uv_TexCoord79.x < 1.0 ) ? 0.0 : 1.0 ));
float temp_output_24_0 = (lerpResult93).a;
float4 temp_output_32_0 = ( _DigitColor * temp_output_24_0 );
float4 lerpResult101 = lerp( _BackgroundColor , temp_output_32_0 , temp_output_24_0);
o.Albedo = lerpResult101.rgb;
o.Emission = ( temp_output_32_0 * _EmissionMultiplier ).rgb;
o.Metallic = _Metallic;
o.Smoothness = _Roughness;
o.Alpha = 1;
clip( temp_output_24_0 - _Cutoff );
}
ENDCG
}
Fallback "Diffuse"
}

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