Ein Bisschen mehr Geilheit, achso und uMotion installiert
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73
3d Prototyp/Assets/UMotionEditor/Shaders/CameraLit.shader
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73
3d Prototyp/Assets/UMotionEditor/Shaders/CameraLit.shader
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Shader "UMotion Editor/Camera Lit"
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{
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Properties
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{
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_Color("Main Color (RGB)", color) = (1, 1, 1, 1)
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_WireColor("Wire Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
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_WireSize("Wire Size", Range(0, 4)) = 0.9
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "IgnoreProjector"="True" }
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LOD 100
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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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#pragma target 3.0
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#include "UnityCG.cginc"
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fixed4 _Color;
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fixed4 _WireColor;
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half _WireSize;
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struct vInput
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{
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float4 vertex : POSITION;
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half4 texcoord : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct vOutput
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{
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float4 pos : SV_POSITION;
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fixed3 wirecoord : TEXCOORD1;
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float3 lambert : TEXCOORD2;
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};
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vOutput vert(vInput i)
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{
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vOutput o;
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o.pos = UnityObjectToClipPos(i.vertex);
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o.wirecoord = fixed3(floor(i.texcoord.x), frac(i.texcoord.x) * 10, i.texcoord.y);
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float3 viewDir = normalize(WorldSpaceViewDir(i.vertex));
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float3 worldNormal = normalize(UnityObjectToWorldNormal(i.normal));
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o.lambert = saturate(dot(viewDir, worldNormal));
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return o;
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}
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fixed4 frag(vOutput i) : SV_Target
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{
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fixed4 outColor;
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outColor.rgb = i.lambert * _Color;
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outColor.a = 1.0;
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half3 width = abs(ddx(i.wirecoord.xyz)) + abs(ddy(i.wirecoord.xyz));
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half3 smoothed = smoothstep(half3(0, 0, 0), width * _WireSize, i.wirecoord.xyz);
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half wireAlpha = min(min(smoothed.x, smoothed.y), smoothed.z);
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return lerp(lerp(outColor, _WireColor, _WireColor.a), outColor, wireAlpha);
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}
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ENDCG
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} //Pass
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} //SubShader
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} //Shader
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