mirror of
https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-18 01:54:37 +08:00
update sample for support brp
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parent
5ea6cb4ffa
commit
fb63a847ea
73
Samples/Other/FakeLitShader.shader
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73
Samples/Other/FakeLitShader.shader
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Shader "Custom/FakeLitShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_FakeLightDir ("Fake Light Direction", Vector) = (0,1,0,0)
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_FakeLightColor ("Fake Light Color", Color) = (1,1,1,1)
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_FakeAmbientColor ("Fake Ambient Color", Color) = (0.2,0.2,0.2,1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float3 worldNormal : TEXCOORD1;
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float4 pos : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _Color;
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float4 _FakeLightDir;
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float4 _FakeLightColor;
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float4 _FakeAmbientColor;
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// Íîðìàëèçóåì íîðìàëü è íàïðàâëåíèå ñâåòà
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float3 normal = normalize(i.worldNormal);
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float3 lightDir = normalize(_FakeLightDir.xyz);
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// Âû÷èñëÿåì ôåéêîâîå îñâåùåíèå
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float NdotL = max(dot(normal, lightDir), 0.0);
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float3 lighting = _FakeAmbientColor.rgb + _FakeLightColor.rgb * NdotL;
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// Ïðèìåíÿåì òåêñòóðó è öâåò
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fixed4 texColor = tex2D(_MainTex, i.uv) * _Color;
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fixed4 finalColor = texColor * float4(lighting, 1.0);
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return finalColor;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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9
Samples/Other/FakeLitShader.shader.meta
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9
Samples/Other/FakeLitShader.shader.meta
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fileFormatVersion: 2
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ShaderImporter:
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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38
Samples/Other/G.mat
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38
Samples/Other/G.mat
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%YAML 1.1
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m_ValidKeywords: []
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m_EnableInstancingVariants: 0
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats: []
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m_Colors:
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- _Color: {r: 0.19999996, g: 0.19215682, b: 0.462745, a: 1}
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- _FakeAmbientColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _FakeLightColor: {r: 1, g: 1, b: 1, a: 1}
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- _FakeLightDir: {r: 0.9, g: 1.61, b: -0.58, a: 0}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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8
Samples/Other/G.mat.meta
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8
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38
Samples/Other/W.mat
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38
Samples/Other/W.mat
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats: []
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m_Colors:
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- _Color: {r: 0, g: 0.019607844, b: 0.047058824, a: 0.23529412}
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- _FakeAmbientColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _FakeLightColor: {r: 1, g: 1, b: 1, a: 1}
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- _FakeLightDir: {r: 0.9, g: 1.61, b: -0.58, a: 0}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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8
Samples/Other/W.mat.meta
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8
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