Tim Cooper
9 年前
当前提交
3824cd6b
共有 27 个文件被更改,包括 3978 次插入 和 3120 次删除
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2UnityProject/Assets/StandaredAssetJazz/CalibrationScene.unity
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1UnityProject/Assets/UnityShaderEditor/Editor/Templates/2DPreview.template
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9UnityProject/Assets/UnityShaderEditor/Editor/Templates/3DPreview.template
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986UnityProject/Assets/UnityShaderEditor/Graphs/FresnelFromSGraph.ShaderGraph
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980UnityProject/Assets/UnityShaderEditor/Graphs/GlowMud.ShaderGraph
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1001UnityProject/Assets/UnityShaderEditor/Graphs/LayeredTarp.ShaderGraph
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8UnityProject/Assets/UnityShaderEditor/Graphs/LayeredTarp.ShaderGraph.meta
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469UnityProject/Assets/UnityShaderEditor/Graphs/SimpleGraph.ShaderGraph
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8UnityProject/Assets/UnityShaderEditor/Graphs/SimpleGraph.ShaderGraph.meta
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1001UnityProject/Assets/UnityShaderEditor/Graphs/SimpleMetal.ShaderGraph
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290UnityProject/Assets/StandaredAssetJazz/chain.jpg
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35UnityProject/Assets/StandaredAssetJazz/chain.jpg.meta
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35UnityProject/Assets/StandaredAssetJazz/dirt.png.meta
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259UnityProject/Assets/StandaredAssetJazz/mask.jpg
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35UnityProject/Assets/StandaredAssetJazz/mask.jpg.meta
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450UnityProject/Assets/StandaredAssetJazz/tiles.jpg
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35UnityProject/Assets/StandaredAssetJazz/tiles.jpg.meta
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458UnityProject/Assets/StandaredAssetJazz/tiles_normal.jpg
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35UnityProject/Assets/StandaredAssetJazz/tiles_normal.jpg.meta
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1001UnityProject/Assets/UnityShaderEditor/Graphs/MetalTest.ShaderGraph
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0/UnityProject/Assets/UnityShaderEditor/Graphs/FresnelSubGraph.ShaderSubGraph
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0/UnityProject/Assets/UnityShaderEditor/Graphs/FresnelSubGraph.ShaderSubGraph.meta
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0/UnityProject/Assets/UnityShaderEditor/Graphs/SimpleMetal.ShaderGraph.meta
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0/UnityProject/Assets/UnityShaderEditor/Editor/Source/Interfaces/Interfaces.cs.meta
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0/UnityProject/Assets/UnityShaderEditor/Editor/Source/Interfaces/Interfaces.cs
986
UnityProject/Assets/UnityShaderEditor/Graphs/FresnelFromSGraph.ShaderGraph
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文件差异内容过多而无法显示
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980
UnityProject/Assets/UnityShaderEditor/Graphs/GlowMud.ShaderGraph
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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1001
UnityProject/Assets/UnityShaderEditor/Graphs/LayeredTarp.ShaderGraph
文件差异内容过多而无法显示
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m_Code: "#pragma vertex vert\n#pragma fragment frag\n#include \"UnityShaderVariables.cginc\"\n#pragma |
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multi_compile_fog\n#include \"UnityCG.cginc\"\n#define USING_FOG (defined(FOG_LINEAR) |
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|| defined(FOG_EXP) || defined(FOG_EXP2))\n\n// ES2.0/WebGL/3DS can not |
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LIGHT_LOOP_LIMIT 4\n#else\n #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x\n#endif\n#define |
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ENABLE_SPECULAR (!defined(SHADER_API_N3DS))\n\n// Compile specialized variants |
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for when positional (point/spot) and spot lights are present\n#pragma multi_compile |
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__ POINT SPOT\n\n// Compute illumination from one light, given attenuation\nhalf3 |
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computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, |
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half4 diffuseColor, half shininess, half atten, inout half3 specColor) {\n |
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\ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);\n // diffuse\n half3 |
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color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;\n return |
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color * atten;\n}\n\n// Compute attenuation & illumination from one light\nhalf3 |
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computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, |
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half4 diffuseColor, half shininess, inout half3 specColor) {\n float3 dirToLight |
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= unity_LightPosition[idx].xyz;\n half att = 1.0;\n #if defined(POINT) |
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|| defined(SPOT)\n dirToLight -= eyePosition * unity_LightPosition[idx].w;\n |
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\ att *= saturate(spotAtt);\n #endif\n #endif\n att *= 0.5; // |
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passed in light colors are 2x brighter than what used to be in FFP\n return |
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min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, |
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shininess, att, specColor), 1.0);\n}\n\n// uniforms\nhalf4 _Color;\nint4 |
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unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed |
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by d3d9 vs loop instruction)\nfloat4 _Dummy_ST;\n\n// vertex shader input |
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data\nstruct appdata {\n float3 pos : POSITION;\n float3 normal : NORMAL;\n |
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\ float3 uv0 : TEXCOORD0;\n};\n\n// vertex-to-fragment interpolators\nstruct |
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v2f {\n fixed4 color : COLOR0;\n float2 uv0 : TEXCOORD0;\n #if USING_FOG\n |
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\ fixed fog : TEXCOORD1;\n #endif\n float4 pos : SV_POSITION;\n};\n\n// |
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vertex shader\nv2f vert (appdata IN) {\n v2f o;\n half4 color = half4(0,0,0,1.1);\n |
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\ float3 eyePos = mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz;\n half3 |
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eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz);\n |
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\ half3 viewDir = 0.0;\n // lighting\n half3 lcolor = half4(0,0,0,1).rgb |
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+ _Color.rgb * glstate_lightmodel_ambient.rgb;\n half3 specColor = 0.0;\n |
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\ o.fog = saturate(unityFogFactor);\n #endif\n // transform position\n |
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\ o.pos = mul(UNITY_MATRIX_MVP, float4(IN.pos,1));\n return o;\n}\n\n// |
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textures\nsampler2D _Dummy; // not in shader properties, assuming 2D\n\n// |
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tex, tmp0, tmp1, tmp2;\n // SetTexture #0\n tex = tex2D (_Dummy, IN.uv0.xy);\n |
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文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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UnityProject/Assets/UnityShaderEditor/Graphs/MetalTest.ShaderGraph
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