This commit is contained in:
SoulliesOfficial
2026-03-14 02:30:26 -04:00
parent cf86f0ee51
commit aee62cd637
2041 changed files with 246771 additions and 129128 deletions

View File

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@@ -1,11 +1,12 @@
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View File

@@ -68,7 +68,7 @@ Shader "Hidden/LinearMaterial"
c.rgb *= _Mask.rgb;
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
return saturate( c );
}
ENDCG
}
@@ -119,7 +119,7 @@ Shader "Hidden/LinearMaterial"
c.rgb *= alpha;
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
return saturate( c );
}
ENDCG
}
@@ -170,7 +170,7 @@ Shader "Hidden/LinearMaterial"
c.rgb = lerp( back, c.rgb, c.a );
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
return saturate( c );
}
ENDCG
}
@@ -224,7 +224,7 @@ Shader "Hidden/LinearMaterial"
c.rgb = lerp( back, c.rgb, c.a * alpha);
c.a = tex2D( _GUIClipTexture, i.clipUV ).a;
return c;
return saturate( c );
}
ENDCG
}

View File

@@ -0,0 +1,121 @@
#ifndef PREVIEW_INCLUDED
#define PREVIEW_INCLUDED
#include "UnityCG.cginc"
float3 preview_WorldSpaceCameraPos;
float4x4 preview_WorldToObject;
float4x4 preview_ObjectToWorld;
float4x4 preview_MatrixV;
float4x4 preview_MatrixInvV;
inline float3 PreviewFragmentPositionOS( float2 uv )
{
float2 xy = 2 * uv - 1;
float z = -sqrt( 1 - saturate( dot( xy, xy ) ) );
return float3( xy, z );
}
inline float3 PreviewFragmentNormalOS( float2 uv, bool normalized = true )
{
float3 positionOS = PreviewFragmentPositionOS( uv );
float3 normalOS = positionOS;
if ( normalized )
{
normalOS = normalize( normalOS );
}
return normalOS;
}
inline float3 PreviewFragmentTangentOS( float2 uv, bool normalized = true )
{
float3 positionOS = PreviewFragmentPositionOS( uv );
float3 tangentOS = float3( -positionOS.z, positionOS.y * 0.01, positionOS.x );
if ( normalized )
{
tangentOS = normalize( tangentOS );
}
return tangentOS;
}
inline float3 PreviewWorldSpaceViewDir( in float3 worldPos, bool normalized )
{
float3 vec = preview_WorldSpaceCameraPos.xyz - worldPos;
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
inline float3 PreviewWorldToObjectDir( in float3 dir, const bool normalized )
{
float3 vec = mul( ( float3x3 )preview_WorldToObject, dir );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
inline float3 PreviewObjectToWorldDir( in float3 dir, const bool normalized )
{
float3 vec = mul( ( float3x3 )preview_ObjectToWorld, dir );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
inline float3 PreviewWorldToViewDir( in float3 dir, const bool normalized )
{
float3 vec = mul( ( float3x3 )preview_MatrixV, dir );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
inline float3 PreviewViewToWorldDir( in float3 dir, const bool normalized )
{
float3 vec = mul( ( float3x3 )preview_MatrixInvV, dir );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
float3 PreviewFragmentTangentToWorldDir( in float2 uv, in float3 normalTS, const bool normalized )
{
float3 vertexPos = PreviewFragmentPositionOS( uv );
float3 tangent = PreviewFragmentTangentOS( uv );
float3 worldPos = mul( unity_ObjectToWorld, float4( vertexPos, 1 ) ).xyz;
float3 normal = PreviewFragmentNormalOS( uv );
float3 worldNormal = UnityObjectToWorldNormal( normal );
float3 worldTangent = UnityObjectToWorldDir( tangent );
const float tangentSign = -1;
float3 worldBinormal = normalize( cross( worldNormal, worldTangent ) * tangentSign );
float4 tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
float4 tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
float4 tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
float3 vec = float3( dot( tSpace0.xyz, normalTS ), dot( tSpace1.xyz, normalTS ), dot( tSpace2.xyz, normalTS ) );
if ( normalized )
{
vec = normalize( vec );
}
return vec;
}
float2 PreviewFragmentSphericalUV( in float2 uv )
{
float3 vertexPos = PreviewFragmentPositionOS( uv );
return float2( atan2( vertexPos.x, -vertexPos.z ) / UNITY_PI + 0.5, uv.y );
}
#endif // PREVIEW_INCLUDED

View File

@@ -0,0 +1,9 @@
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View File

@@ -10,6 +10,7 @@ Shader "Hidden/ACosOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/ASinOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -11,6 +11,7 @@ Shader "Hidden/ATan2OpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/ATanOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/AbsOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/AllNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/AnyNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -13,6 +13,7 @@ Shader "Hidden/AppendNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -13,6 +13,7 @@ Shader "Hidden/BlendNormalsNode"
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "UnityStandardUtils.cginc"
float3 BlendNormalWorldspaceRNM(float3 n1, float3 n2, float3 vtxNormal)

View File

@@ -12,6 +12,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -44,6 +45,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -75,6 +77,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -106,6 +109,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -137,6 +141,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -168,6 +173,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -199,6 +205,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -230,6 +237,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -261,6 +269,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -292,6 +301,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -323,6 +333,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -354,6 +365,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -385,6 +397,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -416,6 +429,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -447,6 +461,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -478,6 +493,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -509,6 +525,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -540,6 +557,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -571,6 +589,7 @@ Shader "Hidden/BlendOpsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/BreakToComponentsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -26,6 +27,7 @@ Shader "Hidden/BreakToComponentsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -42,6 +44,7 @@ Shader "Hidden/BreakToComponentsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -58,6 +61,7 @@ Shader "Hidden/BreakToComponentsNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -0,0 +1,20 @@
Shader "Hidden/CameraDirection"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag( v2f_img i ) : SV_Target
{
return float4( -UNITY_MATRIX_V[ 2 ].xyz, 0 );
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 61e2b74575969cb4c8746f6e41267b12
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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View File

@@ -10,6 +10,7 @@ Shader "Hidden/CeilOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -12,6 +12,7 @@ Shader "Hidden/ClampOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -12,6 +12,7 @@ Shader "Hidden/Clip"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -13,6 +13,7 @@ Shader "Hidden/ClipPlanes"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
int _PlaneId;
float4 frag( v2f_img i ) : SV_Target

View File

@@ -9,6 +9,7 @@ Shader "Hidden/ColorNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -8,6 +8,7 @@ Shader "Hidden/ColorSpaceDouble"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag( v2f_img i ) : SV_Target
{

View File

@@ -13,6 +13,7 @@ Shader "Hidden/TFHCCompareEqual"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/ComponentMaskNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/ComputeScreenPos"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -28,6 +29,7 @@ Shader "Hidden/ComputeScreenPos"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -15,6 +15,7 @@
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/CosOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -8,6 +8,7 @@ Shader "Hidden/CosTime"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float _EditorTime;

View File

@@ -10,6 +10,7 @@ Shader "Hidden/CoshOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -11,6 +11,7 @@ Shader "Hidden/CrossProductOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/DdxOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/DdyOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/DecodeDepthNormalNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/DecodeFloatRGBAHlpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/DecodeFloatRGHlpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/DecodeLighmapHlpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -11,6 +11,7 @@ Shader "Hidden/DecodeViewNormalStereoHlpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/DegreesOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -8,6 +8,7 @@ Shader "Hidden/DeltaTime"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float _EditorDeltaTime;

View File

@@ -12,6 +12,7 @@ Shader "Hidden/DesaturateNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -11,20 +11,34 @@ Shader "Hidden/DiffuseAndSpecularFromMetallicNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "UnityStandardUtils.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float3 ComputeDiffuseAndFresnel0( float3 baseColor, float metallic, out float3 specularColor, out float oneMinusReflectivity )
{
#if defined( UNITY_COLORSPACE_GAMMA )
const float dielectricF0 = 0.220916301;
#else
const float dielectricF0 = 0.04;
#endif
specularColor = lerp( dielectricF0.xxx, baseColor, metallic );
oneMinusReflectivity = 1.0 - metallic;
return baseColor * oneMinusReflectivity;
}
float4 frag( v2f_img i ) : SV_Target
{
float4 albedo = tex2D( _A, i.uv );
float metallic = tex2D( _A, i.uv ).r;
float3 specColor = 0;
float oneMinusReflectivity;
float3 albedoFinal = DiffuseAndSpecularFromMetallic(albedo,metallic,specColor,oneMinusReflectivity);
return float4( albedoFinal , 1 );
float4 baseColor = tex2D( _A, i.uv );
float metallic = tex2D( _B, i.uv ).r;
float3 specularColor = 0;
float oneMinusReflectivity = 0;
float3 diffuseColor = ComputeDiffuseAndFresnel0( baseColor, metallic, specularColor, oneMinusReflectivity );
return float4( diffuseColor, 1 );
}
ENDCG
}

View File

@@ -11,6 +11,7 @@ Shader "Hidden/DistanceOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -11,15 +11,28 @@ Shader "Hidden/DotProductOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
int _Type;
float4 frag(v2f_img i) : SV_Target
{
return dot(tex2D(_A, i.uv).rgb, tex2D(_B, i.uv).rgb);
float4 a = tex2D(_A, i.uv);
float4 b = tex2D(_B, i.uv);
float result;
switch ( _Type )
{
case 1: result = dot( a.x, b.x ); break;
case 2: result = dot( a.xy, b.xy ); break;
case 3: result = dot( a.xyz, b.xyz ); break;
default: result = dot( a.xyzw, b.xyzw ); break;
}
return result;
}
ENDCG
}

View File

@@ -12,6 +12,7 @@ Shader "Hidden/DynamicAppendNode"
{
CGINCLUDE
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/EncodeFloatRGBAHlpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/EncodeFloatRGNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -11,6 +11,7 @@ Shader "Hidden/EncodeViewNormalStereoHlpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/Exp2OpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/ExpOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -0,0 +1,20 @@
Shader "Hidden/EyeIndex"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag( v2f_img i ) : SV_Target
{
return unity_StereoEyeIndex;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 4ddc7827e3370c54b920471c2f47cdc9
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -10,6 +10,7 @@ Shader "Hidden/FWidthOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -6,6 +6,7 @@ Shader "Hidden/FaceVariableNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/FlipNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/FloorOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -11,6 +11,7 @@ Shader "Hidden/FmodOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -8,6 +8,7 @@ Shader "Hidden/FogAndAmbientColors"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag( v2f_img i ) : SV_Target
{
@@ -22,6 +23,7 @@ Shader "Hidden/FogAndAmbientColors"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag (v2f_img i) : SV_Target
{
@@ -36,6 +38,7 @@ Shader "Hidden/FogAndAmbientColors"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag (v2f_img i) : SV_Target
{
@@ -50,6 +53,7 @@ Shader "Hidden/FogAndAmbientColors"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag (v2f_img i) : SV_Target
{
@@ -64,6 +68,7 @@ Shader "Hidden/FogAndAmbientColors"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag (v2f_img i) : SV_Target
{

View File

@@ -8,6 +8,7 @@ Shader "Hidden/FogParams"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag( v2f_img i ) : SV_Target
{

View File

@@ -10,6 +10,7 @@ Shader "Hidden/FractNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -14,6 +14,7 @@ Shader "Hidden/FresnelNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -29,11 +30,10 @@ Shader "Hidden/FresnelNode"
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = normalize(float3(xy, z));
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 vertexNormal = PreviewFragmentNormalOS( i.uv );
float3 worldNormal = UnityObjectToWorldNormal( vertexNormal );
float3 worldViewDir = normalize(preview_WorldSpaceCameraPos - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
@@ -54,6 +54,7 @@ Shader "Hidden/FresnelNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -69,11 +70,9 @@ Shader "Hidden/FresnelNode"
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 worldNormal = tex2D( _A, i.uv );
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldViewDir = normalize(preview_WorldSpaceCameraPos - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
@@ -94,6 +93,7 @@ Shader "Hidden/FresnelNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -109,12 +109,11 @@ Shader "Hidden/FresnelNode"
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 worldNormal = normalize(float3(xy, z));
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 vertexNormal = PreviewFragmentNormalOS( i.uv );
float3 worldNormal = UnityObjectToWorldNormal( vertexNormal );
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 tangent = PreviewFragmentTangentOS( i.uv );
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
@@ -130,7 +129,7 @@ Shader "Hidden/FresnelNode"
worldNormal = fixed3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) );
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldViewDir = normalize(preview_WorldSpaceCameraPos - vertexPos);
float fresnel = 0;
if(_FresnelType == 0)
@@ -151,6 +150,7 @@ Shader "Hidden/FresnelNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -169,7 +169,7 @@ Shader "Hidden/FresnelNode"
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-(dot(xy,xy)));
float3 vertexPos = normalize(float3(xy, z));
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldViewDir = normalize(preview_WorldSpaceCameraPos - vertexPos);
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
float3 halfVector = normalize(worldViewDir+lightDir);
@@ -192,6 +192,7 @@ Shader "Hidden/FresnelNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -208,9 +209,7 @@ Shader "Hidden/FresnelNode"
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 worldNormal = tex2D( _A, i.uv );
float3 worldViewDir = tex2D( _E, i.uv );;
@@ -233,6 +232,7 @@ Shader "Hidden/FresnelNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -275,6 +275,7 @@ Shader "Hidden/FresnelNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -291,9 +292,7 @@ Shader "Hidden/FresnelNode"
float s = tex2D( _C, i.uv ).r;
float pw = tex2D( _D, i.uv ).r;
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 worldViewDir = tex2D( _E, i.uv );
@@ -317,6 +316,7 @@ Shader "Hidden/FresnelNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/FunctionInputNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/FunctionNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/FunctionOutputNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/GammaToLinearNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/GetLocalVarNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -31,6 +31,7 @@ Shader "Hidden/GradientSample"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
sampler2D _GTime;
int _GType;

View File

@@ -10,6 +10,7 @@ Shader "Hidden/GrayscaleNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -27,6 +28,7 @@ Shader "Hidden/GrayscaleNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -44,6 +46,7 @@ Shader "Hidden/GrayscaleNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -13,6 +13,7 @@ Shader "Hidden/HSVToRGBNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -12,6 +12,7 @@ Shader "Hidden/HeightMapTextureBlend"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -13,6 +13,7 @@ Shader "Hidden/IndirectDiffuseLight"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
@@ -20,10 +21,7 @@ Shader "Hidden/IndirectDiffuseLight"
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 worldNormal = normalize(float3(xy, z));
float3 vertexPos = float3(xy, z);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float4 back = lerp(float4(0.4117,0.3843,0.3647,1),float4(0.4117,0.5059,0.6470,1),worldPos.y * 0.5 + 0.5);
return float4(GammaToLinearSpace(back.rgb * _Intensity),1);
@@ -37,6 +35,7 @@ Shader "Hidden/IndirectDiffuseLight"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
@@ -45,13 +44,11 @@ Shader "Hidden/IndirectDiffuseLight"
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 normal = PreviewFragmentNormalOS( i.uv );
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 tangent = PreviewFragmentTangentOS( i.uv );
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
@@ -82,6 +79,7 @@ Shader "Hidden/IndirectDiffuseLight"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
@@ -90,10 +88,8 @@ Shader "Hidden/IndirectDiffuseLight"
float4 frag( v2f_img i ) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt( 1 - saturate( dot( xy,xy ) ) );
float3 vertexPos = float3( xy, z );
float3 normal = normalize( vertexPos );
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 normal = PreviewFragmentNormalOS( i.uv );
float3 worldNormal = tex2D( _A, i.uv );
float4 back = lerp( float4( 0.4117,0.3843,0.3647,1 ),float4( 0.4117,0.5059,0.6470,1 ),worldNormal.y * 0.5 + 0.5 );

View File

@@ -16,6 +16,7 @@ Shader "Hidden/IndirectSpecularLight"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
@@ -26,18 +27,15 @@ Shader "Hidden/IndirectSpecularLight"
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 worldNormal = normalize(float3(xy, z));
float3 vertexPos = float3(xy, z);
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 normal = PreviewFragmentNormalOS( i.uv );
float3 worldNormal = UnityObjectToWorldNormal( normal );
float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
float3 worldRefl = normalize( reflect( -worldViewDir, worldNormal ) );
float3 worldRefl = -worldViewDir;
worldRefl = normalize(reflect( worldRefl, worldNormal ));
float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
float3 sky = texCUBElod( _Skybox, float4(worldRefl, (1-saturate(tex2D(_B,i.uv).r)) * 6) ).rgb;
return float4(sky * tex2D(_C,i.uv).r, 1);
return float4( sky * tex2D( _C, i.uv ).r, 1 );
}
ENDCG
}
@@ -48,6 +46,7 @@ Shader "Hidden/IndirectSpecularLight"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
@@ -58,37 +57,16 @@ Shader "Hidden/IndirectSpecularLight"
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 normal = PreviewFragmentNormalOS( i.uv );
float3 tangentNormal = tex2D( _A, PreviewFragmentSphericalUV( i.uv ) ).xyz;
float3 worldNormal = PreviewFragmentTangentToWorldDir( i.uv, tangentNormal, true );
float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
float3 worldRefl = reflect( -worldViewDir, worldNormal );
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 worldPos = mul(unity_ObjectToWorld, float4(vertexPos,1)).xyz;
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
float4 tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
float4 tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
float4 tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
float3 worldRefl = -worldViewDir;
float2 sphereUVs = i.uv;
sphereUVs.x = atan2(vertexPos.x, -vertexPos.z) / (UNITY_PI) + 0.5;
// Needs further checking
//float3 tangentNormal = tex2Dlod(_A, float4(sphereUVs,0,0)).xyz;
float3 tangentNormal = tex2D(_A, sphereUVs).xyz;
worldRefl = reflect( worldRefl, half3( dot( tSpace0.xyz, tangentNormal ), dot( tSpace1.xyz, tangentNormal ), dot( tSpace2.xyz, tangentNormal ) ) );
float3 sky = texCUBElod( _Skybox, float4(worldRefl, (1-saturate(tex2D(_B,i.uv).r)) * 6) ).rgb;
return float4(sky * tex2D(_C,i.uv).r, 1);
return float4( sky * tex2D( _C, i.uv ).r, 1 );
}
ENDCG
}
@@ -99,6 +77,7 @@ Shader "Hidden/IndirectSpecularLight"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
@@ -109,18 +88,15 @@ Shader "Hidden/IndirectSpecularLight"
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 normal = PreviewFragmentNormalOS( i.uv );
float3 worldNormal = tex2D( _A, i.uv );
float3 worldViewDir = normalize(float3(0,0,-5) - vertexPos);
float3 worldViewDir = normalize( preview_WorldSpaceCameraPos - vertexPos );
float3 worldRefl = reflect( -worldViewDir, worldNormal );
float3 sky = texCUBElod( _Skybox, float4(worldRefl, (1-saturate(tex2D(_B,i.uv).r)) * 6) ).rgb;
float3 sky = texCUBElod( _Skybox, float4( worldRefl, ( 1 - saturate( tex2D( _B, i.uv ).r ) ) * 6 ) ).rgb;
return float4(sky * tex2D(_C,i.uv).r, 1);
return float4( sky * tex2D( _C, i.uv ).r, 1 );
}
ENDCG
}

View File

@@ -8,6 +8,7 @@ Shader "Hidden/InstanceIDNode"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag (v2f_img i) : SV_Target
{

View File

@@ -9,6 +9,7 @@ Shader "Hidden/IntNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/IsInfinite"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/IsNaN"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -8,6 +8,7 @@ Shader "Hidden/LODFadeNode"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag( v2f_img i ) : SV_Target
{

View File

@@ -15,6 +15,7 @@ Shader "Hidden/LayeredBlendNode"
CGINCLUDE
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;

View File

@@ -10,6 +10,7 @@ Shader "Hidden/LengthOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -26,6 +27,7 @@ Shader "Hidden/LengthOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -42,6 +44,7 @@ Shader "Hidden/LengthOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -58,6 +61,7 @@ Shader "Hidden/LengthOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -12,6 +12,7 @@ Shader "Hidden/LerpOp"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -8,15 +8,16 @@ Shader "Hidden/LightAttenuation"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
float4 _EditorWorldLightPos;
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 worldNormal = normalize(float3(xy, z));
float3 vertexPos = PreviewFragmentPositionOS( i.uv );
float3 normal = PreviewFragmentNormalOS( i.uv );
float3 worldNormal = UnityObjectToWorldNormal( normal );
float3 lightDir = normalize( _EditorWorldLightPos.xyz );
return saturate(dot(worldNormal ,lightDir) * 10 + 0.1);
}

View File

@@ -8,6 +8,7 @@ Shader "Hidden/LightColorNode"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
float4 _EditorLightColor;
@@ -25,6 +26,7 @@ Shader "Hidden/LightColorNode"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
float4 _EditorLightColor;
@@ -42,6 +44,7 @@ Shader "Hidden/LightColorNode"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
#include "Lighting.cginc"
float4 _EditorLightColor;

View File

@@ -10,6 +10,7 @@ Shader "Hidden/LinearDepthNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -27,6 +28,7 @@ Shader "Hidden/LinearDepthNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/LinearToGammaNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/Log10OpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/Log2OpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/LogOpNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/LuminanceNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -0,0 +1,20 @@
Shader "Hidden/NaNNode"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 frag(v2f_img i) : SV_Target
{
return asfloat( -1 );
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 03fb3d95e1b55ab4cb38baad013bb0a7
timeCreated: 1488289785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -11,6 +11,7 @@ Shader "Hidden/AllNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/NegateNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/NodeMasking"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -28,6 +29,7 @@ Shader "Hidden/NodeMasking"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -19,6 +19,7 @@ Shader "Hidden/NoiseGeneratorNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -66,6 +67,7 @@ Shader "Hidden/NoiseGeneratorNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -135,6 +137,7 @@ Shader "Hidden/NoiseGeneratorNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -173,6 +176,7 @@ Shader "Hidden/NoiseGeneratorNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
@@ -213,6 +217,7 @@ Shader "Hidden/NoiseGeneratorNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -6,14 +6,13 @@ Shader "Hidden/NormalVertexDataNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 frag(v2f_img i) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 normal = normalize(float3(xy, z));
float3 normal = PreviewFragmentNormalOS( i.uv );
return float4(normal, 1);
}
ENDCG

View File

@@ -10,6 +10,7 @@ Shader "Hidden/NormalizeNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -10,6 +10,7 @@ Shader "Hidden/NotNode"
{
CGPROGRAM
#include "UnityCG.cginc"
#include "Preview.cginc"
#pragma vertex vert_img
#pragma fragment frag

View File

@@ -8,6 +8,7 @@ Shader "Hidden/ObjSpaceLightDirHlpNode"
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
float4 _EditorWorldLightPos;

View File

@@ -12,6 +12,7 @@ Properties
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#include "Preview.cginc"
sampler2D _A;

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