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

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
}
}
}