plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent 195b696771
commit 779f2c8b20
14443 changed files with 23840465 additions and 452 deletions

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Cloak Shader" {
Properties {
_MainTex ("Tint Color (RGB)", 2D) = "white" {}
_ScndTex ("Highlight Color (RGB)", 2D) = "white" {}
_BumpAmt ("Distortion", range (0,10000)) = 10
_BumpMap ("Normalmap", 2D) = "bump" {}
}
Category {
// This is transparent so objects behind the shader are drawn beforehand.
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
SubShader {
// A pass to grab the scene behind the object and denerate a texture.
// The result will be available as _GrabTexture
GrabPass {
Name "BASE"
Tags { "LightMode" = "Always" }
}
// The main pass takes the generated texture and uses the bumpmap
// to distort it accordingly
Pass {
Name "BASE"
Tags { "LightMode" = "Always" }
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;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvbump : TEXCOORD1;
float2 uvmain : TEXCOORD2;
float2 uvscnd : TEXCOORD3;
};
float _BumpAmt; //A slider to fine tune the distortion
float4 _BumpMap_ST; //Distortion map is a grayscale texture, midgray is neutral.
float4 _MainTex_ST; //Darkening texture for color effects and such, white is neutral.
float4 _ScndTex_ST; //Texture used for highlights, black is neutral.
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.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
o.uvscnd = TRANSFORM_TEX( v.texcoord, _ScndTex );
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
sampler2D _BumpMap;
sampler2D _MainTex;
sampler2D _ScndTex;
half4 frag( v2f i ) : COLOR
{
// math of the distortion
half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
half4 tint = tex2D( _MainTex, i.uvmain );
half4 high = tex2D( _ScndTex, i.uvscnd );
// Adding the higlight at 20% strentgh then doing the darkening color effect
return (col + (high * 0.2)) / tint;
}
ENDCG
}
}
// ------------------------------------------------------------------
// Fallback for Old graphics cards and Unity vanilla fallback
SubShader {
Blend DstColor Zero
Pass {
Name "BASE"
SetTexture [_MainTex] { combine texture }
}
}
}
}

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Shader "Custom/See Through Surfaces 1" {
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry+1"}
ColorMask 0
ZWrite off
Stencil {
Ref 1
Comp always
Pass replace
}
CGINCLUDE
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag(v2f i) : SV_Target {
return half4(1,1,0,1);
}
ENDCG
Pass {
Cull Front
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
Pass {
Cull Back
ZTest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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"}
Stencil
{
Ref 1
Comp notequal
}
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// 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)
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"
}

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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
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent" }
// First Pass: Only render alpha (A) channel
Pass {
ColorMask A
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
float4 vert(float4 vertex:POSITION) : SV_POSITION {
return UnityObjectToClipPos(vertex);
}
fixed4 frag() : SV_Target {
return _Color;
}
ENDCG
}
// Second Pass: Now render color (RGB) channel
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Standard alpha
sampler2D _MainTex;
fixed4 _Color;
sampler2D _BumpMap;
half _Glossiness;
half _Metallic;
struct Input {
float4 color:COLOR;
float2 uv_MainTex;
float2 uv_BumpMap;
};
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;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
Fallback "Legacy Shaders/Transparent/Diffuse"
}

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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
_BumpMap ("Normalmap", 2D) = "bump" {}
_TransparentAmount("Transparent Amount", Float) = 1
_StippleSize("Stipple Size", Float) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
float _TransparentAmount;
sampler2D _MainTex;
fixed4 _Color;
sampler2D _BumpMap;
float _StippleSize;
half _Glossiness;
half _Metallic;
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
};
static const float4x4 kKernelMatrix = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
struct Input {
float2 uv_MainTex;
float4 screenPos;
float3 worldPos;
float2 uv_BumpMap;
};
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;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
// Unproject the screen pixel coordiante
float2 pos = IN.screenPos.xy / IN.screenPos.w;
pos *= _ScreenParams.xy * _StippleSize;
// Clip pixel within [start, end] distance from camera
float interpDist = _TransparentAmount;
clip(interpDist - kThresholdMatrix[fmod(pos.x, 4)] * kKernelMatrix[fmod(pos.y, 4)]);
}
ENDCG
}
FallBack "Diffuse"
}

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