Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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Shader "Unlit/Hotspot"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", COLOR) = (1,1,1,1)
_Progress("Progress",Range(0,1)) = 0
_Highlight("Highlight Strength",Range(0,1)) = 0
_HighlightColor("Highlight Color", COLOR) = (1,1,1,1)
_ShrinkLimit("Shrink Limit",float) = 0.227
[Toggle(NORMALS_SHRINK)] _NormalsShrink("Shrink along normal", Float) = 0
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent-10" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
#pragma multi_compile_local __ NORMALS_SHRINK
#include "UnityCG.cginc"
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
#if NORMALS_SHRINK
float3 normal : NORMAL;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
half4 _Color;
half _Progress;
half _Highlight;
half4 _HighlightColor;
half _ShrinkLimit;
VertexOutput vert(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
#if NORMALS_SHRINK
float2 radius = v.normal.xz;
#else
float2 radius = v.uv - float2(0.5, 0.5);
radius = normalize(radius);
_Progress = 1 - _Progress;
#endif
half2 shrink = radius * _Progress * _ShrinkLimit;
v.vertex.xz += shrink;
v.uv -= shrink;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag(VertexOutput i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv) * _Color;
col.rgb = lerp(col.rgb, _HighlightColor.rgb, _Highlight * _HighlightColor.a);
return col;
}
ENDCG
}
}
}

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Shader "Unlit/TransparentVertexTexture"
{
Properties
{
_Color("Color",COLOR) = (1,1,1,1)
_FadeLimit("Fade Limit",VECTOR) = (0,0,1,1)
_FadeSign("Fade Sign",Range(-1,1)) = 1
_Fade("Fade",Range(0,1)) = 1
_Highlight("Highlight Strength",Range(0,1)) = 0
_HighlightColor("Highlight Color", COLOR) = (1,1,1,1)
_OffsetFactor("Offset Factor", float) = 0
_OffsetUnits("Offset Units", float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Offset[_OffsetFactor],[_OffsetUnits]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
#include "UnityCG.cginc"
struct VertexInput
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 vertex : SV_POSITION;
float4 color : TEXCOORD1;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color;
half4 _FadeLimit;
half _FadeSign;
half _Fade;
half _Highlight;
half4 _HighlightColor;
float _OffsetFactor;
float _OffsetUnits;
VertexOutput vert (VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.color = lerp(v.color * _Color, _HighlightColor, _Highlight);
return o;
}
half4 frag(VertexOutput i) : SV_Target
{
half4 color = i.color;
half lowLimit = smoothstep(_FadeLimit.x, _FadeLimit.y, i.uv.y);
half highLimit = smoothstep(_FadeLimit.z, _FadeLimit.w, i.uv.y);
color.a *= saturate(lowLimit - _FadeSign * highLimit) * _Fade;
return color;
}
ENDCG
}
}
}

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