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Merge branch 'hackweek2017' of https://github.com/stramit/MaterialGraph into hackweek2017

/main
vlad 8 年前
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cd1776fc
共有 16 个文件被更改,包括 463 次插入2 次删除
  1. 2
      MaterialGraphProject/Assets/Matt/AnisotropicMaster.ShaderGraph
  2. 2
      MaterialGraphProject/Assets/Matt/Examples/Swirl.ShaderGraph
  3. 1
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.ShaderGraph
  4. 9
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.ShaderGraph.meta
  5. 81
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.mat
  6. 9
      MaterialGraphProject/Assets/Matt/Examples/Anisotropy.mat.meta
  7. 1
      MaterialGraphProject/Assets/Matt/Examples/Grain.ShaderGraph
  8. 9
      MaterialGraphProject/Assets/Matt/Examples/Grain.ShaderGraph.meta
  9. 21
      MaterialGraphProject/Assets/TestAssets/TangentMap1.jpg
  10. 75
      MaterialGraphProject/Assets/TestAssets/TangentMap1.jpg.meta
  11. 33
      MaterialGraphProject/Assets/TestAssets/TangentMap2.jpg
  12. 75
      MaterialGraphProject/Assets/TestAssets/TangentMap2.jpg.meta
  13. 12
      MaterialGraphProject/Assets/TestAssets/TangentMap3.jpg
  14. 75
      MaterialGraphProject/Assets/TestAssets/TangentMap3.jpg.meta
  15. 52
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/tesselationSubshader.template
  16. 8
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/tesselationSubshader.template.meta

2
MaterialGraphProject/Assets/Matt/AnisotropicMaster.ShaderGraph
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2
MaterialGraphProject/Assets/Matt/Examples/Swirl.ShaderGraph
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1
MaterialGraphProject/Assets/Matt/Examples/Anisotropy.ShaderGraph
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9
MaterialGraphProject/Assets/Matt/Examples/Anisotropy.ShaderGraph.meta


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81
MaterialGraphProject/Assets/Matt/Examples/Anisotropy.mat


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1
MaterialGraphProject/Assets/Matt/Examples/Grain.ShaderGraph
文件差异内容过多而无法显示
查看文件

9
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MaterialGraphProject/Assets/TestAssets/TangentMap1.jpg

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MaterialGraphProject/Assets/TestAssets/TangentMap2.jpg

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52
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/tesselationSubshader.template


SubShader
{
${Tags}
${Blending}
${Culling}
${ZTest}
${ZWrite}
LOD ${LOD}
CGPROGRAM
#include "Tessellation.cginc"
#pragma target 4.6
#pragma surface surf ${LightingFunctionName} ${VertexShaderDecl} vertex:Displacement tessellate:tessEdge tessphong:_Phong
#pragma glsl
#pragma debug
//Tessellation Edge Function
float4 tessEdge(appdata v0, appdata v1, appdata v2)
{
float quality = 20-(_Subdivision * 2);
return UnityEdgeLengthBasedTess(v0.vertex, v1.vertex, v2.vertex, quality);
}
//Tessellation Vertex Function
void Displacement (inout appdata v)
{
float d = tex2Dlod(_DisplacementTex, float4(v.texcoord.xy * (_DisplacementTex_ST.xy * float2(_WeaveScale*25, _WeaveScale*25)) + _DisplacementTex_ST.zw, 0, 0)).r * _Displacement*0.1;
v.vertex.xyz += v.normal * (d * 0.5);
}
${ShaderFunctions}
${ShaderPropertyUsages}
struct Input
{
${ShaderInputs}
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
${VertexShaderBody}
}
void surf (Input IN, inout ${SurfaceOutputStructureName} o)
{
${PixelShaderBody}
}
ENDCG
}

8
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