plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent ed7b223c04
commit fd87a6ffd5
14441 changed files with 13711084 additions and 20 deletions

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Shader "Custom/Drunk"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
_HorizontalAmount("Horizontal Amount", Float) = 1
_VerticalAmount("Vertical Amount", Float) = 1
_HorizontalMultiplier("Horizontal Multiplier", Float) = 1
_VerticalMultiplier("Vertical Multiplier", Float) = 1
_HorizontalSpeed("Horizontal Speed", Float) = 1
_VerticalSpeed("Vertical Speed", Float) = 1
_BlurAmount("Blur Amount", Float) = 1
_BlurSpeed("Blur Speed", Float) = 1
_BrightAmount("Bright Amount", Float) = 1
_BrightMultipler("Bright Multiplier", Float) = 1
_ReverseImageX("Reverse Image X", Float) = 1
_ReverseImageY("Reverse Image Y", Float) = 1
}
Subshader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
#pragma target 2.0
sampler2D _MainTex;
float _HorizontalAmount;
float _VerticalAmount;
float _HorizontalMultiplier;
float _VerticalMultiplier;
float _HorizontalSpeed;
float _VerticalSpeed;
float _BlurAmount;
float _BlurSpeed;
float _ReverseImageX;
float _ReverseImageY;
float _BrightMultipler;
float _BrightAmount;
float _BrightLerp;
float4 vertex_shader (float4 vertex:POSITION):SV_POSITION
{
return UnityObjectToClipPos(vertex);
}
float4 pixel_shader (float4 vertex:POSITION):COLOR
{
vector <float,2> uv = vertex.xy/_ScreenParams.xy;
uv.x+= cos(uv.y*_HorizontalMultiplier+_Time.g * _HorizontalSpeed)*_HorizontalAmount;
uv.y+= sin(uv.x*_VerticalMultiplier+_Time.g * _VerticalSpeed)*_VerticalAmount;
float offset = sin(_Time.g *_BlurSpeed) * _BlurAmount;
float2 value = float2(uv.x,uv.y);
if(_ReverseImageX==1){
value.x = 1-value.x;
}
if(_ReverseImageY==1){
value.y = 1-value.y;
}
uv =value;
float4 a = tex2D(_MainTex,uv);
float4 b = tex2D(_MainTex,uv-float2(sin(offset),0.0));
float4 c = tex2D(_MainTex,uv+float2(sin(offset),0.0));
float4 d = tex2D(_MainTex,uv-float2(0.0,sin(offset)));
float4 e = tex2D(_MainTex,uv+float2(0.0,sin(offset)));
_BrightLerp = sin(_BrightLerp + _Time.g *_BrightMultipler);
return (a+b+c+d+e)/(_BrightAmount + _BrightLerp);
}
ENDCG
}
}
}

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Shader "Custom/Night Vision" {
Properties
{
_Color("Color", Color) = (0,1,0,1)
_MainTex ("Texture", 2D) = "white" {}
_Range("Range", Float) = 0.01
_ColorMultiplier("Color Multiplier", Float) = 1
_ColorMask("Color Mask", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float2 uv_depth : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.uv_depth = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _ColorMask;
sampler2D_float _CameraDepthTexture;
float _Range;
float _ColorMultiplier;
fixed4 _Color;
fixed lum(fixed3 color) {
//Source: http://stackoverflow.com/questions/596216/formula-to-determine-brightness-of-rgb-color
return 0.299*color.r + 0.587*color.g + 0.114*color.b;
}
fixed4 frag (v2f i) : SV_Target
{
float depth = DecodeFloatRG(tex2D(_CameraDepthTexture, i.uv));
float linearDepth = Linear01Depth(depth); // 1 is close, 0 is far after being flipped
linearDepth = max(0, (_Range - linearDepth) / _Range);
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 mask = tex2D(_ColorMask, i.uv);
// just invert the colors
fixed color = (lum(col) * _ColorMultiplier) + linearDepth;
return _Color * color * mask;
}
ENDCG
}
}
}

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Shader "Custom/Oil Paint" {
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Radius ("Range", Range(0, 10)) = 5
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vertex_shader
#pragma fragment pixel_shader
sampler2D _MainTex;
float4 _MainTex_TexelSize;
int _Radius;
struct structure
{
float4 vertex:SV_POSITION;
float2 uv : TEXCOORD0;
};
structure vertex_shader(float4 vertex:POSITION,float2 uv:TEXCOORD0)
{
structure vs;
vs.vertex = UnityObjectToClipPos(vertex);
vs.uv = uv;
return vs;
}
struct region
{
int x1, y1, x2, y2;
};
float4 pixel_shader(structure ps) : SV_Target
{
float2 uv = ps.uv;
float n = float((_Radius + 1) * (_Radius + 1));
float4 color = tex2D(_MainTex, uv);
float3 m[4];
float3 s[4];
int k;
for (k = 0; k < 4; ++k)
{
m[k] = float3(0, 0, 0);
s[k] = float3(0, 0, 0);
}
region R[4] =
{
{-_Radius, -_Radius, 0, 0},
{ 0, -_Radius, _Radius, 0},
{ 0, 0, _Radius, _Radius},
{-_Radius, 0, 0, _Radius}
};
for (k = 0; k < 4; ++k)
{
for (int j = R[k].y1; j <= R[k].y2; ++j)
{
for (int i = R[k].x1; i <= R[k].x2; ++i)
{
float3 c = tex2Dlod(_MainTex,float4(uv+(float2(i*_MainTex_TexelSize.x,j*_MainTex_TexelSize.y)),0,0)).rgb;
m[k] += c;
s[k] += c * c;
}
}
}
float min = 1e+2;
float s2;
for (k = 0; k < 4; ++k)
{
m[k] /= n;
s[k] = abs(s[k] / n - m[k] * m[k]);
s2 = s[k].r + s[k].g + s[k].b;
if (s2 < min)
{
min = s2;
color.rgb = m[k].rgb;
}
}
return color;
}
ENDCG
}
}
}

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Shader "Custom/Pixel Shader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TintColor ("Tint Color", Color) = (1.0, 0.6, 0.6, 1.0)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float2 BlockCount;
float2 BlockSize;
float4 _TintColor;
fixed4 frag (v2f_img i) : SV_Target
{
float2 blockPos = floor(i.uv * BlockCount);
float2 blockCenter = blockPos * BlockSize + BlockSize * 0.5;
float4 tex = tex2D(_MainTex, blockCenter) + _TintColor;
return tex;
}
ENDCG
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Shader "Custom/Solid Shader" {
Properties
{
_MainTex("Texture", 2D) = "white" {}
_SprTex("Texture", 2D) = "white" {}
_TintColor ("Tint Color", Color) = (1.0, 0.6, 0.6, 1.0)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _SprTex;
float4 _Color = float4(1, 1, 1, 1);
float2 BlockCount;
float2 BlockSize;
float4 _TintColor;
fixed4 frag(v2f_img i) : SV_Target
{
float2 blockPos = floor(i.uv * BlockCount);
float2 blockCenter = blockPos * BlockSize + BlockSize * 0.5;
float4 del = float4(1, 1, 1, 1) - _Color;
float4 tex = tex2D(_MainTex, blockCenter) - del + _TintColor;
float grayscale = dot(tex.rgb, float3(0.3, 0.59, 0.11));
grayscale = clamp(grayscale, 0.0, 1.0);
float dx = floor(grayscale * 16.0);
float2 sprPos = i.uv;
sprPos -= blockPos*BlockSize;
sprPos.x /= 16;
sprPos *= BlockCount;
sprPos.x += 1.0 / 16.0 * dx;
float4 tex2 = tex2D(_SprTex, sprPos);
return tex2;
}
ENDCG
}
}
}

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Shader "Mask/SplitScreen" {
//Simple depthmask shader
SubShader {
Tags {Queue = Background}
Pass {ColorMask 0}
}
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Shader "Custom/Underwater Shader Effect" {
// simple masked blur shader.
// MainTex is used by unity to input camera image
// Amount is the amount of blur
// Mask is an image that uses brightness of pixel
// to determine how much of the blur is applied to pixel
// white = no blur, black = full blur, values inbetween = mix
// written by christian franz, you have permission to use as you
// see fit.
Properties
{
_MainTex ("Texture", 2D) = "white" {} // bit input from Unity
_Amount ("Amount", Range(1, 100)) = 7 // how much blurring
_Mask("Mask", 2D) = "white" {} // blend mask, white = no blur, black = full blur
_TintColor ("Tint Color", Color) = (1.0, 0.6, 0.6, 1.0)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float2 muv : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _Mask;
float _Amount;
// implicit defines
float4 _MainTex_ST, _Mask_ST, _MainTex_TexelSize;
float4 _TintColor;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.muv = TRANSFORM_TEX(v.uv, _Mask);
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 col = fixed4(0, 0, 0, 1.0);
// sum all pixels from -Amount to Amount
// horizontally
for (int index = -_Amount; index <= _Amount; index++) {
float2 uv = i.uv + float2(index * _MainTex_TexelSize.x, 0);
col += tex2D(_MainTex, uv);
}
// vertically
for (int index = -_Amount; index <= _Amount; index++) {
float2 uv = i.uv + float2(0, index * _MainTex_TexelSize.y);
col += tex2D(_MainTex, uv);
}
// now divide by the number of samples. Samples is 2 * 2 * amount + 1: Amount = 1: -1, 0, 1 = 3 samples * 2 (horizontally, vertically)
col /= (_Amount * 4 + 2);
// now sample the original value
float4 orig = tex2D(_MainTex, i.uv);
float4 mask = tex2D(_Mask, i.muv);
float unblurred = mask.r ;
float blurred = (1.0 - unblurred);
col = col * blurred + orig * unblurred + _TintColor;
return col;
}
ENDCG
}
}
}

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Shader "Custom/Dissolve"
{
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
_DissolveTexture("Dissolve Texture", 2D) = "white" {}
_Amount("Amount", Range(0,1)) = 0
_DissolveColor ("Disolve Color", Color) = (1,1,1,1)
_DissolveColorAlpha ("Dissolve Color Alpha", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed3 _DissolveColor;
half _DissolveColorAlpha;
//Dissolve properties
sampler2D _DissolveTexture;
half _Amount;
void surf (Input IN, inout SurfaceOutputStandard o) {
//Dissolve function
half dissolve_value = tex2D(_DissolveTexture, IN.uv_MainTex).r;
clip(dissolve_value - _Amount);
//Basic shader function
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
o.Emission = fixed3(_DissolveColor.r, _DissolveColor.g, _DissolveColor.b) * step( dissolve_value - _Amount, _DissolveColorAlpha); //emits white color with 0.05 border size
}
ENDCG
}
FallBack "Diffuse"
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Shader "Custom/Glow Shader" {
Properties {
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}
SubShader {
Tags { "RenderType"="Transparent" }
LOD 200
Cull Front
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf NegativeLambert fullforwardshadows alpha:fade
#pragma vertex vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input {
float3 viewDir;
};
half _Size;
half _Rim;
half _Light;
half _Ambient;
fixed4 _Color;
void vert (inout appdata_full v) {
v.vertex.xyz += v.vertex.xyz * _Size / 10;
v.normal *= -1;
}
half4 LightingNegativeLambert (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
s.Normal = normalize (s.Normal);
half diff = max (0, dot (-s.Normal, lightDir)) * _Light + _Ambient;
half4 c;
c.rgb = (s.Albedo * _LightColor0 * diff) * atten;
c.a = s.Alpha;
return c;
}
void surf (Input IN, inout SurfaceOutput o) {
half rim = saturate (dot (normalize (IN.viewDir), o.Normal));
// Albedo comes from a texture tinted by color
fixed4 c = _Color;
o.Albedo = c.rgb;
o.Alpha = lerp (0, 1, pow (rim, _Rim));
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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
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FallBack "Diffuse"
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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;
v.vertex *= ( 1 + _Outline);
o.pos = UnityObjectToClipPos(v.vertex);
//float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
//float2 offset = TransformViewToProjection(norm.xy);
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"
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Shader "Custom/Projector" {
Properties {
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_ShadowTex ("Cookie", 2D) = "gray" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend SrcAlpha One // Additive blending
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 pos : SV_POSITION;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = UnityObjectToClipPos (vertex);
o.uvShadow = mul (unity_Projector, vertex);
return o;
}
sampler2D _ShadowTex;
fixed4 _Color;
float _Attenuation;
fixed4 frag (v2f i) : SV_Target
{
// Apply alpha mask
fixed4 texCookie = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 outColor = _Color * texCookie.a;
// Attenuation
float depth = i.uvShadow.z; // [-1 (near), 1 (far)]
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Outlined/Silhouette Only" {
Properties {
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_Outline("Outline width", Range(0.0, 0.03)) = .005
}
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)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 norm = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, v.normal));
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
Name "BASE"
CULL OFF
ZTEST ALWAYS
ZWRITE OFF
Blend ONE ONE
Stencil
{
REF 2
COMP ALWAYS
PASS REPLACE
ZFAIL REPLACE
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR
{
return half4(0,0,0,0);
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Shader "Custom/Simple Blur Shader" {
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float4 color : COLOR;
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float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD1;
float4 color : COLOR;
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float _Size;
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float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
half4 sum = half4(0,0,0,0);
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD1;
float4 color : COLOR;
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float _Size;
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sum += GRABPIXEL(0.09, +3.0);
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fixed4 _TintColor;
half4 _MainTex_ST;
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half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
fixed4 vertexColor : COLOR;
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v2f o;
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Ambient [_Color]
Shininess [_Shininess]
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Shader "Custom/textShader" {
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