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Various comfort changes to gitignore so that we have less "do not commit" files popping up

/main
Peter Bay Bastian 7 年前
当前提交
7d5025eb
共有 3 个文件被更改,包括 3 次插入85 次删除
  1. 2
      .gitignore
  2. 2
      MaterialGraphProject/ProjectSettings/QualitySettings.asset
  3. 84
      MaterialGraphProject/GeneratedShader.shader

2
.gitignore


MaterialGraphProject/Library
MaterialGraphProject/obj
MaterialGraphProject/MaterialGraphProject.CSharp.csproj
MaterialGraphProject/MaterialGraphProject.sln.DotSettings.user
*.csproj
MaterialGraphProject/MaterialGraphProject.sln
MaterialGraphProject/Temp

.DS_Store
MaterialGraphProject/Assets/_MingWai/New Custom Texture.asset.meta
MaterialGraphProject/Packages/*
MaterialGraphProject/GeneratedShader.shader
!MaterialGraphProject/Packages/manifest.json

2
MaterialGraphProject/ProjectSettings/QualitySettings.asset


blendWeights: 2
textureQuality: 0
anisotropicTextures: 1
antiAliasing: 0
antiAliasing: 4
softParticles: 0
softVegetation: 1
realtimeReflectionProbes: 1

84
MaterialGraphProject/GeneratedShader.shader


Shader "hidden/preview/Fractal_70AE3FBF"
{
Properties
{
}
CGINCLUDE
#include "UnityCG.cginc"
void Unity_Fractal_float(float2 uv, float2 pan, float zoom, float aspect, out float result)
{
const int Iterations = 128;
float2 c = (uv - 0.5) * zoom * float2(1, aspect) - pan;
float2 v = 0;
for (int n = 0; n < Iterations && dot(v,v) < 4; n++)
{
v = float2(v.x * v.x - v.y * v.y, v.x * v.y * 2) + c;
}
result = (dot(v, v) > 4) ? (float)n / (float)Iterations : 0;
}
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
float4 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceInputs{
half4 uv0;
};
struct SurfaceDescription{
float Fractal_70AE3FBF_result;
};
float4 Fractal_70AE3FBF_uv;
float4 Fractal_70AE3FBF_pan;
float Fractal_70AE3FBF_zoom;
float Fractal_70AE3FBF_aspect;
GraphVertexInput PopulateVertexData(GraphVertexInput v){
return v;
}
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
half4 uv0 = IN.uv0;
float Fractal_70AE3FBF_result;
Unity_Fractal_float(uv0, Fractal_70AE3FBF_pan, Fractal_70AE3FBF_zoom, Fractal_70AE3FBF_aspect, Fractal_70AE3FBF_result);
SurfaceDescription surface = (SurfaceDescription)0;
surface.Fractal_70AE3FBF_result = Fractal_70AE3FBF_result;
return surface;
}
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct GraphVertexOutput
{
float4 position : POSITION;
half4 uv0 : TEXCOORD;
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv0 = v.texcoord0;
return o;
}
fixed4 frag (GraphVertexOutput IN) : SV_Target
{
float4 uv0 = IN.uv0;
SurfaceInputs surfaceInput = (SurfaceInputs)0;;
surfaceInput.uv0 =uv0;
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
return half4(surf.Fractal_70AE3FBF_result, surf.Fractal_70AE3FBF_result, surf.Fractal_70AE3FBF_result, 1.0);
}
ENDCG
}
}
}
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