This commit is contained in:
CortexCore
2023-10-20 19:31:12 +08:00
parent 5cd094ed9a
commit a160813262
1878 changed files with 630581 additions and 4485 deletions

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//Based on unity builtin shader
Shader "MK/Glow/Selective/Legacy/Self-Illumin/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Illum ("Illumin (A)", 2D) = "white" {}
_Emission ("Emission (Lightmapper)", Float) = 1.0
_MKGlowColor ("Glow Color", Color) = (1,1,1,1)
_MKGlowPower ("Glow Power", Range(0.0,2.5)) = 1.0
_MKGlowTex ("Glow Texture", 2D) = "white" {}
_MKGlowTexColor ("Glow Texture Color", Color) = (1,1,1,1)
_MKGlowTexStrength ("Glow Texture Strength ", Range(0.0,10.0)) = 1.0
}
SubShader {
Tags { "RenderType"="MKGlowLegacy" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
sampler2D _Illum;
fixed _Emission;
sampler2D _MKGlowTex;
half _MKGlowTexStrength;
fixed4 _MKGlowTexColor;
struct Input {
float2 uv_MainTex;
float2 uv_Illum;
float2 uv_MKGlowTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
fixed4 c = tex * _Color;
o.Albedo = c.rgb;
o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
#if defined (UNITY_PASS_META)
o.Emission *= _Emission.rrr;
#endif
fixed3 d = tex2D(_MKGlowTex, IN.uv_MKGlowTex) * _MKGlowTexColor;
o.Emission += (d.rgb * _MKGlowTexStrength);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Legacy Shaders/Self-Illumin/VertexLit"
CustomEditor "LegacyIlluminShaderGUI"
}

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//Based on unity builtin shader
// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "MK/Glow/Selective/Legacy/Mobile/Diffuse" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_MKGlowColor ("Glow Color", Color) = (1,1,1,1)
_MKGlowPower ("Glow Power", Range(0.0,2.5)) = 1.0
_MKGlowTex ("Glow Texture", 2D) = "white" {}
_MKGlowTexColor ("Glow Texture Color", Color) = (1,1,1,1)
_MKGlowTexStrength ("Glow Texture Strength ", Range(0.0,10.0)) = 1.0
}
SubShader {
Tags { "RenderType"="MKGlowLegacy" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
fixed4 _Color;
sampler2D _MKGlowTex;
half _MKGlowTexStrength;
fixed4 _MKGlowTexColor;
struct Input {
float2 uv_MainTex;
float2 uv_MKGlowTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex)*_Color;
fixed3 d = tex2D(_MKGlowTex, IN.uv_MKGlowTex) * _MKGlowTexColor;
c.rgb += (d.rgb * _MKGlowTexStrength);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}

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//Based on unity builtin shader
// Unlit shader. Simplest possible textured shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "MK/Glow/Selective/Legacy/Unlit/Texture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_MKGlowColor ("Glow Color", Color) = (1,1,1,1)
_MKGlowPower ("Glow Power", Range(0.0,2.5)) = 1.0
_MKGlowTex ("Glow Texture", 2D) = "white" {}
_MKGlowTexColor ("Glow Texture Color", Color) = (1,1,1,1)
_MKGlowTexStrength ("Glow Texture Strength ", Range(0.0,10.0)) = 1.0
}
SubShader {
Tags { "RenderType"="MKGlowLegacy" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float2 uv_MKGlowTex : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
sampler2D _MKGlowTex;
float4 _MKGlowTex_ST;
half _MKGlowTexStrength;
fixed4 _MKGlowTexColor;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv_MKGlowTex = TRANSFORM_TEX(v.texcoord, _MKGlowTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
fixed3 d = tex2D(_MKGlowTex, i.uv_MKGlowTex) * _MKGlowTexColor;
col.rgb += (d.rgb * _MKGlowTexStrength);
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
}