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Merge pull request #2 from Priscillalala/sots
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Seekers of the Storm stubbed shaders
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Nebby1999 authored Sep 13, 2024
2 parents 326167d + e215bb5 commit 2769ff9
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Showing 75 changed files with 1,259 additions and 89 deletions.
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@@ -1,4 +1,4 @@
Shader "StubbedDecalicious/DecaliciousUnlitDecal" {
Shader "StubbedDecalicious/DecaliciousDeferredDecal" {
Properties {
_MaskTex ("Mask", 2D) = "white" {}
[PerRendererData] _MaskMultiplier ("Mask (Multiplier)", Float) = 1
Expand All @@ -8,6 +8,9 @@ Shader "StubbedDecalicious/DecaliciousUnlitDecal" {
[HDR] _Color ("Albedo (Multiplier)", Color) = (1,1,1,1)
[Normal] _NormalTex ("Normal", 2D) = "bump" {}
_NormalMultiplier ("Normal (Multiplier)", Float) = 1
[Toggle(TEX_ATLAS)] _UseAtlas ("Use texture atlas", Float) = 0
_AtlasSize ("Atlas Size", Vector) = (4,4,0,0)
[PerRendererData] _AtlasCoord ("Atlas Coordinates", Vector) = (0,0,0,0)
_SpecularStrength ("Specular Strength", Range(0, 1)) = 0
_SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1
_Smoothness ("Smoothness (Multiplier)", Range(0, 1)) = 0.5
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@@ -1,11 +1,6 @@
Shader "StubbedRoR2/Base/Shaders/HGScreenDamage" {
Shader "StubbedTranslucentImage/DownTent" {
Properties {
_Tint ("Vignette Tint", Color) = (0.5,0.5,0.5,1)
_NormalMap ("Normal Map Texture", 2D) = "white" {}
[HideInInspector] _MainTex ("", any) = "" {}
_TintStrength ("Vignette Strength", Range(0, 5)) = 1
_DesaturationStrength ("Desaturation Strength", Range(0, 1)) = 1
_DistortionStrength ("Distortion Strength", Range(0, 1)) = 1
_MainTex ("Texture", 2D) = "white" {}
}
//DummyShaderTextExporter
SubShader{
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Shader "StubbedTranslucentImage/QuickDumbBlur" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
[Toggle(FLIP_V)] _VertFlip ("Flip Vertical", Float) = 0
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}
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Expand Up @@ -3,7 +3,6 @@ Shader "StubbedTranslucentImage/TranslucentImage" {
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[HideInInspector] _BlurTex ("Blur Texture", 2D) = "gray" {}
_Vibrancy ("Vibrancy", Float) = 1
_Brightness ("Brightness", Float) = 0
_Flatten ("Flatten", Float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
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23 changes: 23 additions & 0 deletions RoR2/Base/Core/CameraEffects/HGScreenDamage.shader
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Shader "StubbedRoR2/Base/Core/CameraEffects/HGScreenDamage" {
Properties {
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
}
24 changes: 24 additions & 0 deletions RoR2/Base/Core/Outline/OutlineHighlightNew.shader
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Shader "StubbedRoR2/Base/Core/Outline/OutlineHighlightNew" {
Properties {
_OutlineColor ("Outline Color", Color) = (1,1,1,1)
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
}
25 changes: 25 additions & 0 deletions RoR2/Base/Core/Outline/OutlineHighlightSurf.shader
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Shader "StubbedRoR2/Base/Core/Outline/OutlineHighlightSurf" {
Properties {
_OutlineColor ("Outline Color", Color) = (0,1,1,0)
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
Fallback "Diffuse"
}
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23 changes: 23 additions & 0 deletions RoR2/Base/Shaders/CustomPostProcess/SceneTint.shader
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Shader "StubbedRoR2/Base/Shaders/SceneTint" {
Properties {
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
}
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27 changes: 27 additions & 0 deletions RoR2/Base/Shaders/Deferred/HGOnTop.shader
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Shader "StubbedRoR2/Base/Shaders/HGOnTop" {
Properties {
[HDR] _Color ("Color", Color) = (1,1,1,1)
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
//CustomEditor "HDRColorPicker"
}
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Expand Up @@ -9,22 +9,22 @@ Shader "StubbedRoR2/Base/Shaders/HGStandard" {
[NoScaleOffset] _EmTex ("Emission Tex (RGB)", 2D) = "white" {}
_EmPower ("Emission Power", Range(0, 10)) = 1
_Smoothness ("Smoothness", Range(0, 1)) = 0
_SecondarySmoothness ("Smoothness for Vertex Color Override", Range(0, 1)) = 0
[Toggle(FORCE_SPEC)] _ForceSpecOn ("Ignore Diffuse Alpha for Speculars", Float) = 0
[MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0
[MaterialEnum(Default,0,Environment,1,Character,2,Misc,3)] _DecalLayer ("Decal Layer", Float) = 0
_SpecularStrength ("Specular Strength", Range(0, 1)) = 0
_SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1
[MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2
[Header(Screenspace Dithering)] [Toggle(DITHER)] _DitherOn ("Enable Dither", Float) = 0
_FadeBias ("Fade Bias", Range(0, 1)) = 0
[Header(Fresnel Emission)] [Toggle(FRESNEL_EMISSION)] _FEON ("Enable Fresnel Emission", Float) = 0
[Toggle(USE_VERTEX_COLORS_FOR_FRESNEL_EMISSION_AND_FLOWMAP)] _DoubleColorsOn ("Use Vertex Colors as mask for Fresnel mask and flowmap", Float) = 0
[NoScaleOffset] _FresnelRamp ("Fresnel Ramp", 2D) = "white" {}
_FresnelPower ("Fresnel Power", Range(0.1, 20)) = 1
[NoScaleOffset] _FresnelMask ("Fresnel Mask", 2D) = "white" {}
_FresnelBoost ("Fresnel Boost", Range(0, 20)) = 1
[Header(Print Behavior)] [Toggle(PRINT_CUTOFF)] _PrintOn ("Enable Printing", Float) = 0
_SliceHeight ("Slice Height", Range(-25, 25)) = 5
_SliceBandHeight ("Print Band Height", Range(0, 10)) = 1
_SliceBandHeight ("Print Band Height", Range(0, 200)) = 1
_SliceAlphaDepth ("Print Alpha Depth", Range(0, 1)) = 0.1
_SliceAlphaTex ("Print Alpha Texture", 2D) = "gray" {}
_PrintBoost ("Print Color Boost", Range(0, 10)) = 1
Expand Down Expand Up @@ -55,13 +55,13 @@ Shader "StubbedRoR2/Base/Shaders/HGStandard" {
_FlowHeightBias ("Flow Height Bias", Range(-1, 1)) = 0
_FlowHeightPower ("Flow Height Power", Range(0.1, 20)) = 1
_FlowEmissionStrength ("Flow Height Strength", Range(0.1, 20)) = 1
_FlowSpeed ("Flow Speed", Range(0, 100)) = 1
_FlowSpeed ("Flow Speed", Range(0, 15)) = 1
_FlowMaskStrength ("Mask Flow Strength", Range(0, 5)) = 0
_FlowNormalStrength ("Normal Flow Strength", Range(0, 5)) = 1
_FlowTextureScaleFactor ("Flow Texture Scale Factor", Range(0, 10)) = 1
[Header(Limb Removal)] [Toggle(LIMBREMOVAL)] _LimbRemovalOn ("Enable Limb Removal", Float) = 0
[PerRendererData] _LimbPrimeMask ("Limb Prime Mask", Range(1, 10000)) = 1
[PerRendererData] _FlashColor ("Flash Color", Color) = (0,0,0,1)
_LimbPrimeMask ("Limb Prime Mask", Range(1, 10000)) = 1
_FlashColor ("Flash Color", Color) = (0,0,0,1)
[PerRendererData] _Fade ("Fade", Range(0, 1)) = 1
}
//DummyShaderTextExporter
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52 changes: 52 additions & 0 deletions RoR2/Base/Shaders/Environment/HGFlag.shader
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Shader "StubbedRoR2/Base/Shaders/HGFlag" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "white" {}
[Toggle(EFFECT_HUE_VARIATION)] _EFFECT_HUE ("Enable Hue Variation", Float) = 1
_HueVariation ("Hue Variation", Vector) = (1,0.5,0,0.1)
[Toggle(EFFECT_BUMP)] _EFFECT_BUMP ("Enable Normals", Float) = 0
_Scroll ("Scroll Speed (XY), Distortion Noise Scale (ZW)", Vector) = (8,1,1,1)
_Cutoff ("Cutoff Alpha", Range(0, 1)) = 0.5
_VertexOffsetStrength ("Vertex Offset Strength", Range(0, 5)) = 0.25
_WindVector ("Wind Offset Vector Start", Vector) = (0,0,0,0)
_WindVectorEnd ("Wind Offset Vector End", Vector) = (0,0,0,0)
_WindRNG ("Wind RNG (xyz=cosine scalars, w=intensity)", Vector) = (1,4,8,3)
_TimeScale ("Time speed scale", Float) = 1
_Smoothness ("Smoothness", Range(0, 1)) = 0
[MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4)] _RampInfo ("Ramp Choice", Float) = 0
_SpecularStrength ("Specular Strength", Range(0, 1)) = 0
_SpecularExponent ("Specular Exponent", Range(0, 20)) = 1
[Toggle(ROTATE_UV)] _RotateUV ("Rotate UVs", Float) = 0
[Toggle(FLIP_V)] _FlipV ("Flip UV.y for wind", Float) = 0
_LockStart ("Lock Center", Float) = 1
_LockWidth ("Lock Radius", Float) = 1
_FlagRange ("Flag Coordinate Range (xy=xMin, xMax)", Vector) = (0,1,0,0)
_FlapLength ("Wave Length", Float) = 1
_FlapLengthenOnDown ("Wave Lengthen Down Flag", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
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25 changes: 25 additions & 0 deletions RoR2/Base/Shaders/Internal-ScreenSpaceShadows_Cheaper.shader
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Shader "StubbedRoR2/Base/Shaders/Internal-ScreenSpaceShadows_Cheaper" {
Properties {
_ShadowMapTexture ("", any) = "" {}
_ODSWorldTexture ("", 2D) = "" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
}
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@@ -1,4 +1,4 @@
Shader "Hidden/FastBlur" {
Shader "StubbedRoR2/Base/Shaders/MobileBlur" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Bloom ("Bloom (RGB)", 2D) = "black" {}
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24 changes: 24 additions & 0 deletions RoR2/Base/Shaders/Optimized/Mods/DoublePassUnlitTemplate.shader
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Shader "StubbedRoR2/Base/Shaders/DoublePassUnlitTemplate" {
Properties {
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = 1;
}
ENDCG
}
//CustomEditor "ASEMaterialInspector"
}
27 changes: 27 additions & 0 deletions RoR2/Base/Shaders/PostProcess/DamageIndicator.shader
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Shader "StubbedRoR2/Base/Shaders/DamageIndicator" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0

sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};

void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}
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