Initial Commit

This commit is contained in:
Kieran David Evans
2024-12-21 16:04:03 +00:00
commit 9ec72650ae
65 changed files with 3679 additions and 0 deletions
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.unitypackage.meta
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
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using System.IO;
using UnityEditor;
using Directory = UnityEngine.Windows.Directory;
public class CreateAssetBundles
{
[MenuItem ("Assets/Build AssetBundles")]
static void BuildAllAssetBundles ()
{
string pathPrefix = Path.Combine("Materials");
string pathLinux = Path.Combine(pathPrefix, "StandaloneLinux64");
string pathOSX = Path.Combine(pathPrefix, "StandaloneOSX");
string pathWin = Path.Combine(pathPrefix, "StandaloneWindows64");
if(!Directory.Exists(pathLinux)) Directory.CreateDirectory(pathLinux);
BuildPipeline.BuildAssetBundles (pathLinux, BuildAssetBundleOptions.None, BuildTarget.StandaloneLinux64);
if(!Directory.Exists(pathOSX)) Directory.CreateDirectory(pathOSX);
BuildPipeline.BuildAssetBundles (pathOSX, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX);
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{
_MainTex ("Texture", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
_Magnification("Magnification", Float) = 1
_UVCenterOffset("UVCenterOffset", Vector) = (0,0,0,0)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
GrabPass{ "_GrabTexture" }
Pass
{
ZTest On
ZWrite Off
Blend One Zero
Lighting Off
Fog{ Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 uv2 : TEXCOORD1;
float4 uv3 : TEXCOORD2;
};
struct v2f
{
//our vertex position after projection
float4 vertex : SV_POSITION;
//our UV coordinate on the GrabTexture
float4 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float4 uv3 : TEXCOORD2;
};
float4 _Mask_ST;
sampler2D _GrabTexture;
sampler2D _Mask;
half _Magnification;
float4 _UVCenterOffset;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv3 = ComputeGrabScreenPos(UnityObjectToClipPos(v.vertex));
//the UV coordinate of our object's center on the GrabTexture
// float4 uv_center = ComputeGrabScreenPos(UnityObjectToClipPos(float4(0, 0, 0, 1)));
float4 uv_center = ComputeGrabScreenPos(UnityObjectToClipPos(float4(0, 0, 0, 1)));
uv_center += _UVCenterOffset;
//the vector from uv_center to our UV coordinate on the GrabTexture
float4 uv_diff = ComputeGrabScreenPos(o.vertex) - uv_center;
//apply magnification
uv_diff /= _Magnification;
//save result
o.uv = uv_center + uv_diff;
o.uv2 = TRANSFORM_TEX(v.uv2, _Mask);
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 albedo = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uv));
fixed4 bg = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uv3));
fixed4 mask = tex2D(_Mask, UNITY_PROJ_COORD(i.uv2));
float bgLevel = 1-mask.b;
float maskLevel = mask.a;
if (maskLevel < 0.1)
{
albedo = bg;
}
else
{
albedo = ((1 - bgLevel)*albedo) + (bgLevel * mask);
}
return albedo;
}
ENDCG
}
}
}
+9
View File
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: b1ae87791b4a693e19a5d497fa557e0c
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName: fcpshaders
assetBundleVariant:

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