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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_Rim ("rim power", Range(0,10)) = 1.0
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ColorMask RGB
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SubShader{
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#pragma fragment frag
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#if UNITY_VERSION >= 201810
#pragma multi_compile_instancing
#endif
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
uniform fixed _BWEffectOn;
float _InvFade;
half _Rim;
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
fixed4 viewDir : TEXCOORD0;
#if UNITY_VERSION >= 201810
UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
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float4 projPos : TEXCOORD0;
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float3 normal : NORMAL;
float3 viewDir : TEXCOORD1;
#if UNITY_VERSION >= 201810
UNITY_VERTEX_OUTPUT_STEREO //Insert
#endif
};
#if UNITY_VERSION >= 201810
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.normal = v.normal;
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); //Insert
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = 1 - saturate(_InvFade * (partZ - sceneZ));
i.color.a *= fade;
#endif
i.color = pow(i.color,3);
half rim = saturate(pow(saturate(abs(dot(i.viewDir, i.normal))),_Rim));
i.color.a *= rim;
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fixed lum = Luminance(finalCol.xyz);
return finalCol;
}
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sampler2D_float _CameraDepthTexture;
v2f vert(appdata_t v)
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#endif
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o.normal = v.normal;
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return o;
}
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{
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float partZ = i.projPos.z;
float fade = 1 - saturate(_InvFade * (partZ - sceneZ));
i.color.a *= fade;
#endif
i.color = pow(i.color,3);
half rim = saturate(pow(saturate(abs(dot(i.viewDir, i.normal))),_Rim));
i.color.a *= rim;
fixed4 finalCol = 2.0f * i.color * _TintColor;
fixed lum = Luminance(finalCol.xyz);
return finalCol;
}
#endif
ENDCG
}
}
}
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