add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

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@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Camera Effects/Drunk.shader
uploadId: 814740
uploadId: 889948

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@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Camera Effects/Night Vision.shader
uploadId: 814740
uploadId: 889948

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@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Camera Effects/Oil Paint.shader
uploadId: 814740
uploadId: 889948

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@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Camera Effects/Pixel Shader.shader
uploadId: 814740
uploadId: 889948

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@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Camera Effects/Solid Shader.shader
uploadId: 814740
uploadId: 889948

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@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Camera Effects/SplitScreenMask.shader
uploadId: 814740
uploadId: 889948

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@@ -10,8 +10,9 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Camera Effects/Underwater Shader
Effect.shader
uploadId: 814740
uploadId: 889948

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@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Dissolve.shader
uploadId: 814740
uploadId: 889948

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@@ -10,7 +10,8 @@ NativeFormatImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Foot Dust Particles.mat
uploadId: 814740
uploadId: 889948

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Glow Shader.shader
uploadId: 814740
uploadId: 889948

View File

@@ -10,7 +10,8 @@ NativeFormatImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Laser Beam.mat
uploadId: 814740
uploadId: 889948

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/Cloak Shader.shader
uploadId: 814740
uploadId: 889948

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@@ -1,48 +1,57 @@
Shader "Custom/See Through Surfaces 1" {
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry+1"}
ColorMask 0
ZWrite off
Stencil {
Ref 1
Comp always
Pass replace
Shader "Custom/URP/SeeThroughSurfaces1"
{
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"RenderType"="Opaque"
"Queue"="Geometry+1"
}
CGINCLUDE
struct appdata {
float4 vertex : POSITION;
ColorMask 0
ZWrite Off
Stencil
{
Ref 1
Comp Always
Pass Replace
}
Pass
{
Name "ForwardLitStencil"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
};
struct v2f {
float4 pos : SV_POSITION;
struct Varyings
{
float4 positionHCS : SV_POSITION;
};
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS);
return OUT;
}
half4 frag(v2f i) : SV_Target {
half4 frag(Varyings IN) : SV_Target
{
// No dibuja nada, solo stencil
return half4(1,1,0,1);
}
ENDCG
Pass {
Cull Front
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
ENDHLSL
}
Pass {
Cull Back
ZTest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
}
}

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@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/See Through Surfaces 1.shader
uploadId: 814740
uploadId: 889948

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@@ -1,55 +1,112 @@
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "Custom/URP/SeeThroughSurfaces2"
{
Properties
{
_BaseColor ("Color", Color) = (1,1,1,1)
_BaseMap ("Albedo", 2D) = "white" {}
Shader "Custom/See Through Surfaces 2" {
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" "Queue"="Geometry+2"}
_Smoothness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
Stencil
{
Ref 1
Comp notequal
}
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"RenderType"="Opaque"
"Queue"="Geometry+2"
}
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
Stencil
{
Ref 1
Comp NotEqual
}
sampler2D _MainTex;
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
struct Input {
float2 uv_MainTex;
};
HLSLPROGRAM
half _Glossiness;
half _Metallic;
fixed4 _Color;
#pragma vertex vert
#pragma fragment frag
// 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)
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
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;
}
ENDCG
}
FallBack "Diffuse"
}
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float2 uv : TEXCOORD2;
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float _Metallic;
float _Smoothness;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.uv = IN.uv;
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float4 tex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = tex.rgb * _BaseColor.rgb;
float alpha = tex.a * _BaseColor.a;
float3 normal = normalize(IN.normalWS);
SurfaceData surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.alpha = alpha;
surfaceData.metallic = _Metallic;
surfaceData.smoothness = _Smoothness;
surfaceData.normalTS = float3(0,0,1);
surfaceData.occlusion = 1;
surfaceData.emission = 0;
surfaceData.specular = 0;
InputData inputData = (InputData)0;
inputData.positionWS = IN.positionWS;
inputData.normalWS = normal;
inputData.viewDirectionWS = GetWorldSpaceViewDir(IN.positionWS);
inputData.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
inputData.bakedGI = SampleSH(normal);
return UniversalFragmentPBR(inputData, surfaceData);
}
ENDHLSL
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/See Through Surfaces 2.shader
uploadId: 814740
uploadId: 889948

View File

@@ -1,70 +1,135 @@
Shader "Custom/Transparent Diffuse (Improved)" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" { }
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
Shader "Custom/URP/TransparentDiffuseImproved"
{
Properties
{
_BaseMap("Base Map", 2D) = "white" {}
_BaseColor("Color", Color) = (1,1,1,1)
_BumpMap ("Normalmap", 2D) = "bump" {}
}
_Metallic("Metallic", Range(0,1)) = 0
_Smoothness("Smoothness", Range(0,1)) = 0.5
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent" }
_BumpMap("Normal Map", 2D) = "bump" {}
}
// First Pass: Only render alpha (A) channel
Pass {
ColorMask A
Blend SrcAlpha OneMinusSrcAlpha
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"Queue"="Transparent"
"RenderType"="Transparent"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
fixed4 _Color;
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
float4 vert(float4 vertex:POSITION) : SV_POSITION {
return UnityObjectToClipPos(vertex);
}
HLSLPROGRAM
fixed4 frag() : SV_Target {
return _Color;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
// Second Pass: Now render color (RGB) channel
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CGPROGRAM
#pragma surface surf Standard alpha
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
fixed4 _Color;
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 tangentWS : TEXCOORD2;
float3 bitangentWS : TEXCOORD3;
float3 positionWS : TEXCOORD4;
};
sampler2D _BumpMap;
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
half _Glossiness;
half _Metallic;
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
struct Input {
float4 color:COLOR;
float2 uv_MainTex;
float2 uv_BumpMap;
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float _Metallic;
float _Smoothness;
CBUFFER_END
void surf(Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
Varyings vert (Attributes IN)
{
Varyings OUT;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.uv = IN.uv;
Fallback "Legacy Shaders/Transparent/Diffuse"
}
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = baseMap.rgb * _BaseColor.rgb;
float alpha = baseMap.a * _BaseColor.a;
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv));
float3x3 TBN = float3x3(
normalize(IN.tangentWS),
normalize(IN.bitangentWS),
normalize(IN.normalWS)
);
float3 normalWS = normalize(mul(normalTS, TBN));
InputData lightingInput;
lightingInput.positionWS = IN.positionWS;
lightingInput.normalWS = normalWS;
lightingInput.viewDirectionWS = normalize(GetWorldSpaceViewDir(IN.positionWS));
lightingInput.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
lightingInput.fogCoord = 0;
lightingInput.vertexLighting = float3(0,0,0);
lightingInput.bakedGI = SampleSH(normalWS);
SurfaceData surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.alpha = alpha;
surfaceData.metallic = _Metallic;
surfaceData.specular = 0;
surfaceData.smoothness = _Smoothness;
surfaceData.normalTS = normalTS;
surfaceData.occlusion = 1;
surfaceData.emission = 0;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 0;
half4 color = UniversalFragmentPBR(lightingInput, surfaceData);
color.a = alpha;
return color;
}
ENDHLSL
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse (Improved).shader
uploadId: 814740
uploadId: 889948

View File

@@ -1,80 +1,162 @@
Shader "Custom/Transparent Diffuse Stipple" {
Properties {
_MainTex("Base (RGB)", 2D) = "white" { }
_Color("Main Color", Color) = (1, 1, 1, 1)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
Shader "Custom/URP/TransparentDiffuseStipple"
{
Properties
{
_BaseMap("Base Map", 2D) = "white" {}
_BaseColor("Main Color", Color) = (1,1,1,1)
_BumpMap ("Normalmap", 2D) = "bump" {}
_Metallic("Metallic", Range(0,1)) = 0
_Smoothness("Smoothness", Range(0,1)) = 0.5
_TransparentAmount("Transparent Amount", Float) = 1
_StippleSize("Stipple Size", Float) = 1
}
_BumpMap("Normal Map", 2D) = "bump" {}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
_TransparentAmount("Transparent Amount", Range(0,1)) = 1
_StippleSize("Stipple Size", Float) = 1
}
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"RenderType"="Opaque"
"Queue"="AlphaTest"
}
#pragma target 3.0
Cull Off
float _TransparentAmount;
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
sampler2D _MainTex;
HLSLPROGRAM
fixed4 _Color;
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
sampler2D _BumpMap;
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
float _StippleSize;
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
};
half _Glossiness;
half _Metallic;
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float3 tangentWS : TEXCOORD3;
float3 bitangentWS : TEXCOORD4;
float4 screenPos : TEXCOORD5;
};
static const float4x4 kThresholdMatrix = {
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
static const float4x4 kKernelMatrix = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
struct Input {
float2 uv_MainTex;
float4 screenPos;
float3 worldPos;
float2 uv_BumpMap;
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float _Metallic;
float _Smoothness;
float _TransparentAmount;
float _StippleSize;
CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex)* _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
static const float4x4 kThresholdMatrix = {
1.0/17.0, 9.0/17.0, 3.0/17.0, 11.0/17.0,
13.0/17.0, 5.0/17.0, 15.0/17.0, 7.0/17.0,
4.0/17.0, 12.0/17.0, 2.0/17.0, 10.0/17.0,
16.0/17.0, 8.0/17.0, 14.0/17.0, 6.0/17.0
};
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
Varyings vert(Attributes IN)
{
Varyings OUT;
// Unproject the screen pixel coordiante
float2 pos = IN.screenPos.xy / IN.screenPos.w;
pos *= _ScreenParams.xy * _StippleSize;
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.uv = IN.uv;
// Clip pixel within [start, end] distance from camera
float interpDist = _TransparentAmount;
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
clip(interpDist - kThresholdMatrix[fmod(pos.x, 4)] * kKernelMatrix[fmod(pos.y, 4)]);
}
OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
ENDCG
}
FallBack "Diffuse"
}
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
float4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = baseMap.rgb * _BaseColor.rgb;
float alpha = baseMap.a * _BaseColor.a;
float3 normalTS = UnpackNormal(
SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv)
);
float3x3 TBN = float3x3(
normalize(IN.tangentWS),
normalize(IN.bitangentWS),
normalize(IN.normalWS)
);
float3 normalWS = normalize(mul(normalTS, TBN));
// --- STIPPLE ---
float2 pos = IN.screenPos.xy / IN.screenPos.w;
pos *= _ScreenParams.xy * _StippleSize;
int x = (int)fmod(pos.x, 4);
int y = (int)fmod(pos.y, 4);
float threshold = kThresholdMatrix[y][x];
clip(_TransparentAmount - threshold);
// --- END STIPPLE ---
InputData lightingInput;
lightingInput.positionWS = IN.positionWS;
lightingInput.normalWS = normalWS;
lightingInput.viewDirectionWS =
normalize(GetWorldSpaceViewDir(IN.positionWS));
lightingInput.shadowCoord =
TransformWorldToShadowCoord(IN.positionWS);
lightingInput.bakedGI = SampleSH(normalWS);
lightingInput.fogCoord = 0;
lightingInput.vertexLighting = 0;
SurfaceData surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.alpha = alpha;
surfaceData.metallic = _Metallic;
surfaceData.specular = 0;
surfaceData.smoothness = _Smoothness;
surfaceData.normalTS = normalTS;
surfaceData.occlusion = 1;
surfaceData.emission = 0;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 0;
return UniversalFragmentPBR(lightingInput, surfaceData);
}
ENDHLSL
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
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packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse Stipple.shader
uploadId: 814740
uploadId: 889948

View File

@@ -1,109 +1,147 @@
Shader "Outlined/Diffuse" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0, 1)) = .1
_MainTex ("Base (RGB)", 2D) = "white" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
Shader "Outlined/URP/Diffuse"
{
Properties
{
_BaseColor ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline Width", Range(0,1)) = 0.1
_BaseMap ("Base Map", 2D) = "white" {}
}
v.vertex *= ( 1 + _Outline);
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"RenderType"="Opaque"
"Queue"="Geometry"
}
o.pos = UnityObjectToClipPos(v.vertex);
//float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
//float2 offset = TransformViewToProjection(norm.xy);
// ----------------------
// OUTLINE PASS
// ----------------------
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
//Tags {"Queue" = "Geometry+100" }
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
//Offset 50,50
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR { return i.color; }
ENDCG
}
}
SubShader {
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_MainTex] { combine primary }
}
}
Fallback "Diffuse"
Pass
{
Name "Outline"
Cull Front
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
};
CBUFFER_START(UnityPerMaterial)
float _Outline;
float4 _OutlineColor;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
float3 pos = IN.positionOS.xyz * (1 + _Outline);
float3 positionWS = TransformObjectToWorld(pos);
OUT.positionHCS = TransformWorldToHClip(positionWS);
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
return _OutlineColor;
}
ENDHLSL
}
// ----------------------
// MAIN LIT PASS
// ----------------------
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.uv = IN.uv;
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float4 tex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = tex.rgb * _BaseColor.rgb;
float3 normal = normalize(IN.normalWS);
Light mainLight = GetMainLight();
float NdotL = saturate(dot(normal, mainLight.direction));
float3 color = albedo * mainLight.color * NdotL;
return float4(color, tex.a);
}
ENDHLSL
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
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packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Outlined.shader
uploadId: 814740
uploadId: 889948

View File

@@ -10,7 +10,8 @@ NativeFormatImporter:
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assetPath: Assets/Game Kit Controller/Shaders/Projectile Smoke.mat
uploadId: 814740
uploadId: 889948

View File

@@ -10,7 +10,8 @@ ShaderImporter:
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assetPath: Assets/Game Kit Controller/Shaders/Projector.shader
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uploadId: 889948

View File

@@ -10,7 +10,8 @@ ShaderImporter:
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packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
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packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Silhouette Only.shader
uploadId: 814740
uploadId: 889948

View File

@@ -1,164 +1,107 @@
Shader "Custom/Simple Blur Shader" {
Properties {
_Size ("Blur", Range(0, 30)) = 1
[HideInInspector] _MainTex ("Texture (RGB)", 2D) = "white" {}
// _TintColor ("Tint Color", Color) = (1,1,1,1)
Shader "Custom/URP/SimpleBlur"
{
Properties
{
_Size ("Blur", Range(0,30)) = 1
_MainTex ("Mask", 2D) = "white" {}
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
SubShader
SubShader
{
Tags
{
ZWrite Off
// Horizontal blur
GrabPass
"Queue"="Transparent-100"
"RenderType"="Transparent"
"RenderPipeline"="UniversalRenderPipeline"
}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Blur"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
"_HBlur"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
float4 color : COLOR;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD1;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
sampler2D _HBlur;
float4 _HBlur_TexelSize;
float _Size;
half4 frag( v2f i ) : COLOR
{
float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size * alpha, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
return sum ;
}
ENDCG
}
// Vertical blur
GrabPass
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
"_VBlur"
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float4 color : COLOR;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_CameraOpaqueTexture);
SAMPLER(sampler_CameraOpaqueTexture);
float4 _CameraOpaqueTexture_TexelSize;
CBUFFER_START(UnityPerMaterial)
float _Size;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
OUT.color = IN.color;
return OUT;
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
float4 color : COLOR;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD1;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
sampler2D _VBlur;
float4 _VBlur_TexelSize;
float _Size;
//fixed4 _TintColor;
half4 frag( v2f i ) : COLOR
{
float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size * alpha, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
return sum + i.color * alpha;
}
ENDCG
half4 frag (Varyings IN) : SV_Target
{
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv).a * IN.color.a;
half4 sum = 0;
float2 texel = _CameraOpaqueTexture_TexelSize.xy * _Size * alpha;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-4,0)) * 0.05;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-3,0)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-2,0)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-1,0)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV) * 0.18;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(1,0)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(2,0)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(3,0)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(4,0)) * 0.05;
// vertical blur
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-4)) * 0.05;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-3)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-2)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-1)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,1)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,2)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,3)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,4)) * 0.05;
return sum;
}
ENDHLSL
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
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packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
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packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
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View File

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View File

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