Ein Bisschen mehr Geilheit, achso und uMotion installiert

This commit is contained in:
Simon Lübeß
2024-04-08 12:34:21 +02:00
parent 8c1bb33bdf
commit f3e3868ef1
617 changed files with 676579 additions and 62 deletions

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Shader "UMotion Editor/Camera Lit"
{
Properties
{
_Color("Main Color (RGB)", color) = (1, 1, 1, 1)
_WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
_WireSize("Wire Size", Range(0, 4)) = 0.9
}
SubShader
{
Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _WireColor;
half _WireSize;
struct vInput
{
float4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct vOutput
{
float4 pos : SV_POSITION;
fixed3 wirecoord : TEXCOORD1;
float3 lambert : TEXCOORD2;
};
vOutput vert(vInput i)
{
vOutput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
float3 viewDir = normalize(WorldSpaceViewDir(i.vertex));
float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
o.lambert = saturate(dot(viewDir, worldNormal));
return o;
}
fixed4 frag(vOutput i) : SV_Target
{
fixed4 outColor;
outColor.rgb = i.lambert * _Color;
outColor.a = 1.0;
half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz);
half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha);
}
ENDCG
} //Pass
} //SubShader
} //Shader

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Shader "UMotion Editor/Color Unlit"
{
Properties
{
// Color property for material inspector, default to white
_Color ("Main Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// vertex shader
// this time instead of using "appdata" struct, just spell inputs manually,
// and instead of returning v2f struct, also just return a single output
// float4 clip position
float4 vert (float4 vertex : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(vertex);
}
// color from the material
fixed4 _Color;
// pixel shader, no inputs needed
fixed4 frag () : SV_Target
{
return _Color; // just return it
}
ENDCG
}
}
}

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Shader "UMotion Editor/Color Unlit Transparent"
{
Properties
{
// Color property for material inspector, default to white
_Color ("Main Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Transparent" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// vertex shader
// this time instead of using "appdata" struct, just spell inputs manually,
// and instead of returning v2f struct, also just return a single output
// float4 clip position
float4 vert (float4 vertex : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(vertex);
}
// color from the material
fixed4 _Color;
// pixel shader, no inputs needed
fixed4 frag () : SV_Target
{
return _Color; // just return it
}
ENDCG
}
}
}

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Shader "UMotion Editor/Unlit Dashed Line"
{
Properties
{
_Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
_Thickness("Line Thikness", Range(0, 4)) = 0.9
_DashFrequency("Dash Frequency", Range(0, 150)) = 100
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
half _Thickness;
half _DashFrequency;
struct vInput
{
float4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
};
struct vOutput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
vOutput vert(vInput i)
{
vOutput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.uv = i.texcoord.xy;
o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
return o;
}
fixed4 frag(vOutput i) : SV_Target
{
half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y);
half2 width = abs(ddx(mass)) + abs(ddy(mass));
half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy);
half alpha = max(smoothed.x, smoothed.y);
return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
}
ENDCG
} //Pass
} //SubShader
} //Shader

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Shader "UMotion Editor/Unlit Line"
{
Properties
{
_Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
_Thickness("Line Thikness", Range(0, 4)) = 0.9
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
half _Thickness;
struct vInput
{
float4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
};
struct vOutput
{
float4 pos : SV_POSITION;
float uv_y : TEXCOORD0;
};
vOutput vert(vInput i)
{
vOutput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.uv_y = i.texcoord.y;
return o;
}
fixed4 frag(vOutput i) : SV_Target
{
half width = abs(ddx(i.uv_y)) + abs(ddy(i.uv_y));
half alpha = smoothstep(0, width * _Thickness, i.uv_y);
return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
}
ENDCG
} //Pass
} //SubShader
} //Shader

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// Source: http://wiki.unity3d.com/index.php/VertexColorUnlit
Shader "UMotion Editor/Vertex Color Unlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
Category
{
Tags { "RenderType"="Opaque" "IgnoreProjector"="True" }
Lighting Off
BindChannels
{
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SubShader
{
Pass
{
SetTexture [_MainTex]
{
Combine texture * primary DOUBLE
}
}
}
}
}

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Shader "UMotion Editor/Wires Only"
{
Properties
{
_Color("Main Color (RGB)", color) = (1, 1, 1, 1)
_Size("Wire Size", Range(0, 4)) = 0.9
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
half _Size;
struct vInput
{
float4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
};
struct vOutput
{
float4 pos : SV_POSITION;
fixed3 wirecoord : TEXCOORD1;
};
vOutput vert(vInput i)
{
vOutput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
return o;
}
fixed4 frag(vOutput i) : SV_Target
{
half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
half3 smoothed = smoothstep(half3(0, 0, 0), width * _Size, i.wirecoord.xyz);
half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
return fixed4(_Color.xyz, 1 - wireAlpha);
}
ENDCG
} //Pass
} //SubShader
} //Shader

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