diff --git a/CalmWater/CalmWater - DX11 - DoubleSided.shader b/CalmWater/CalmWater - DX11 - DoubleSided.shader new file mode 100644 index 0000000..aea8a7b --- /dev/null +++ b/CalmWater/CalmWater - DX11 - DoubleSided.shader @@ -0,0 +1,64 @@ +Shader "StubbedCalm Water/CalmWater - DX11 - DoubleSided" { + Properties { + _Color ("Shallow Color", Color) = (1,1,1,1) + _DepthColor ("Depth Color", Color) = (0,0,0,0) + _Depth ("Depth", Float) = 0.5 + [Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0 + _EdgeFade ("Edge Fade", Float) = 1 + _SpecColor ("SpecularColor", Color) = (1,1,1,1) + _Smoothness ("Smoothness", Range(0.01, 5)) = 0.5 + _BumpMap ("Micro Detail", 2D) = "bump" {} + _BumpStrength ("Bump Strength", Range(0, 1)) = 1 + [Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0 + _BumpMapLarge ("Large Detail", 2D) = "bump" {} + _BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1 + [Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0 + _Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5) + _SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0) + _Distortion ("Distortion", Range(0, 100)) = 50 + [KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0 + [KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0 + _CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1) + [NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {} + [NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {} + _Reflection ("Reflection", Range(0, 1)) = 1 + _RimPower ("Fresnel Angle", Range(1, 20)) = 5 + [Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0 + _FoamColor ("FoamColor", Color) = (1,1,1,1) + _FoamTex ("Foam Texture", 2D) = "white" {} + _FoamSize ("Fade Size", Float) = 0.5 + [KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0 + _Amplitude ("Amplitude", Float) = 0.05 + _Frequency ("Frequency", Float) = 1 + _Speed ("Wave Speed", Float) = 1 + _Steepness ("Wave Steepness", Float) = 1 + _WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5) + _WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25) + _WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5) + _Smoothing ("Smoothing", Range(0, 1)) = 1 + _Tess ("Tessellation", Range(1, 32)) = 4 + } + //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 + } + Fallback "Legacy/Diffuse" + //CustomEditor "CalmWaterInspector" +} \ No newline at end of file diff --git a/CalmWater/CalmWater - DX11.shader b/CalmWater/CalmWater - DX11.shader new file mode 100644 index 0000000..52456f3 --- /dev/null +++ b/CalmWater/CalmWater - DX11.shader @@ -0,0 +1,64 @@ +Shader "StubbedCalm Water/CalmWater - DX11" { + Properties { + _Color ("Shallow Color", Color) = (1,1,1,1) + _DepthColor ("Depth Color", Color) = (0,0,0,0) + _Depth ("Depth", Float) = 0.5 + [Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0 + _EdgeFade ("Edge Fade", Float) = 1 + _SpecColor ("SpecularColor", Color) = (1,1,1,1) + _Smoothness ("Smoothness", Range(0.01, 5)) = 0.5 + _BumpMap ("Micro Detail", 2D) = "bump" {} + _BumpStrength ("Bump Strength", Range(0, 1)) = 1 + [Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0 + _BumpMapLarge ("Large Detail", 2D) = "bump" {} + _BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1 + [Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0 + _Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5) + _SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0) + _Distortion ("Distortion", Range(0, 100)) = 50 + [KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0 + [KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0 + _CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1) + [NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {} + [NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {} + _Reflection ("Reflection", Range(0, 1)) = 1 + _RimPower ("Fresnel Angle", Range(1, 20)) = 5 + [Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0 + _FoamColor ("FoamColor", Color) = (1,1,1,1) + _FoamTex ("Foam Texture", 2D) = "white" {} + _FoamSize ("Fade Size", Float) = 0.5 + [KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0 + _Amplitude ("Amplitude", Float) = 0.05 + _Frequency ("Frequency", Float) = 1 + _Speed ("Wave Speed", Float) = 1 + _Steepness ("Wave Steepness", Float) = 1 + _WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5) + _WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25) + _WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5) + _Smoothing ("Smoothing", Range(0, 1)) = 1 + _Tess ("Tessellation", Range(1, 32)) = 4 + } + //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 + } + Fallback "CalmWater/Calm Water [Single Sided]" + //CustomEditor "CalmWaterInspector" +} \ No newline at end of file diff --git a/CalmWater/CalmWater - DoubleSided.shader b/CalmWater/CalmWater - DoubleSided.shader new file mode 100644 index 0000000..6034e3f --- /dev/null +++ b/CalmWater/CalmWater - DoubleSided.shader @@ -0,0 +1,63 @@ +Shader "StubbedCalm Water/CalmWater - DoubleSided" { + Properties { + _Color ("Shallow Color", Color) = (1,1,1,1) + _DepthColor ("Depth Color", Color) = (0,0,0,0) + _Depth ("Depth", Float) = 0.5 + [Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0 + _EdgeFade ("Edge Fade", Float) = 1 + _SpecColor ("SpecularColor", Color) = (1,1,1,1) + _Smoothness ("Smoothness", Range(0.01, 5)) = 0.5 + _BumpMap ("Micro Detail", 2D) = "bump" {} + _BumpStrength ("Bump Strength", Range(0, 1)) = 1 + [Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0 + _BumpMapLarge ("Large Detail", 2D) = "bump" {} + _BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1 + [Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0 + _Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5) + _SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0) + _Distortion ("Distortion", Range(0, 100)) = 50 + [KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0 + [KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0 + _CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1) + [NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {} + [NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {} + _Reflection ("Reflection", Range(0, 1)) = 1 + _RimPower ("Fresnel Angle", Range(1, 20)) = 5 + [Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0 + _FoamColor ("FoamColor", Color) = (1,1,1,1) + _FoamTex ("Foam Texture", 2D) = "white" {} + _FoamSize ("Fade Size", Float) = 0.5 + [KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0 + _Amplitude ("Amplitude", Float) = 0.05 + _Frequency ("Frequency", Float) = 1 + _Speed ("Wave Speed", Float) = 1 + _Steepness ("Wave Steepness", Float) = 1 + _WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5) + _WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25) + _WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5) + _Smoothing ("Smoothing", Range(0, 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 + } + Fallback "CalmWater/Calm Water [Single Sided]" + //CustomEditor "CalmWaterInspector" +} \ No newline at end of file diff --git a/CalmWater/CalmWater - SingleSided.shader b/CalmWater/CalmWater - SingleSided.shader new file mode 100644 index 0000000..b5c9374 --- /dev/null +++ b/CalmWater/CalmWater - SingleSided.shader @@ -0,0 +1,62 @@ +Shader "StubbedCalm Water/CalmWater - SingleSided" { + Properties { + _Color ("Shallow Color", Color) = (1,1,1,1) + _DepthColor ("Depth Color", Color) = (0,0,0,0) + _Depth ("Depth", Float) = 0.5 + [Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0 + _EdgeFade ("Edge Fade", Float) = 1 + _SpecColor ("SpecularColor", Color) = (1,1,1,1) + _Smoothness ("Smoothness", Range(0.01, 5)) = 0.5 + _BumpMap ("Micro Detail", 2D) = "bump" {} + _BumpStrength ("Bump Strength", Range(0, 1)) = 1 + [Toggle(_BUMPLARGE_ON)] _EnableLargeBump ("Enable Large Detail", Float) = 0 + _BumpMapLarge ("Large Detail", 2D) = "bump" {} + _BumpLargeStrength ("Bump Large Strength", Range(0, 1)) = 1 + [Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0 + _Speeds ("Speeds", Vector) = (0.5,0.5,0.5,0.5) + _SpeedsLarge ("Speeds Large", Vector) = (0.5,0.5,0,0) + _Distortion ("Distortion", Range(0, 100)) = 50 + [KeywordEnum(High,Low)] _DistortionQuality ("Distortion Quality", Float) = 0 + [KeywordEnum(None,Mixed,RealTime,CubeMap)] _ReflectionType ("ReflectionType", Float) = 0 + _CubeColor ("CubeMap Color [RGB] Intensity [A]", Color) = (1,1,1,1) + [NoScaleOffset] _Cube ("CubeMap", Cube) = "black" {} + [NoScaleOffset] _ReflectionTex ("Internal reflection", 2D) = "white" {} + _Reflection ("Reflection", Range(0, 1)) = 1 + _RimPower ("Fresnel Angle", Range(1, 20)) = 5 + [Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0 + _FoamColor ("FoamColor", Color) = (1,1,1,1) + _FoamTex ("Foam Texture", 2D) = "white" {} + _FoamSize ("Fade Size", Float) = 0.5 + [KeywordEnum(Off,Wave,Gerstner)] _DisplacementMode ("Mode", Float) = 0 + _Amplitude ("Amplitude", Float) = 0.05 + _Frequency ("Frequency", Float) = 1 + _Speed ("Wave Speed", Float) = 1 + _Steepness ("Wave Steepness", Float) = 1 + _WSpeed ("Wave Speed", Vector) = (1.2,1.375,1.1,1.5) + _WDirectionAB ("Wave1 Direction", Vector) = (0.3,0.85,0.85,0.25) + _WDirectionCD ("Wave2 Direction", Vector) = (0.1,0.9,0.5,0.5) + _Smoothing ("Smoothing", Range(0, 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 "CalmWaterInspector" +} \ No newline at end of file diff --git a/CalmWater/ProjectorCaustics.shader b/CalmWater/ProjectorCaustics.shader new file mode 100644 index 0000000..fa725b7 --- /dev/null +++ b/CalmWater/ProjectorCaustics.shader @@ -0,0 +1,31 @@ +Shader "StubbedCalm Water/ProjectorCaustics" { + Properties { + _Color ("Main Color", Color) = (1,1,1,1) + _CausticTex ("Cookie", 2D) = "" {} + _Speed ("Caustic Speed", Float) = 1 + _Tiling ("Tiling", Float) = 1 + _FalloffTex ("FallOff", 2D) = "" {} + _Size ("Size", Float) = 5 + } + //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 + } +} \ No newline at end of file diff --git a/CalmWater/UnderWaterFog.shader b/CalmWater/UnderWaterFog.shader new file mode 100644 index 0000000..1d3c274 --- /dev/null +++ b/CalmWater/UnderWaterFog.shader @@ -0,0 +1,27 @@ +Shader "StubbedCalm Water/UnderWaterFog" { + Properties { + _MainTex ("Base (RGB)", 2D) = "black" {} + } + //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 + } +} \ No newline at end of file diff --git a/Decalicious/DecaliciousDeferredDecal.shader b/Decalicious/DecaliciousDeferredDecal.shader new file mode 100644 index 0000000..739a326 --- /dev/null +++ b/Decalicious/DecaliciousDeferredDecal.shader @@ -0,0 +1,52 @@ +Shader "StubbedDecalicious/DecaliciousUnlitDecal" { + Properties { + _MaskTex ("Mask", 2D) = "white" {} + [PerRendererData] _MaskMultiplier ("Mask (Multiplier)", Float) = 1 + _MaskNormals ("Mask Normals?", Float) = 1 + [PerRendererData] _LimitTo ("Limit To", Float) = 0 + _MainTex ("Albedo", 2D) = "white" {} + [HDR] _Color ("Albedo (Multiplier)", Color) = (1,1,1,1) + [Normal] _NormalTex ("Normal", 2D) = "bump" {} + _NormalMultiplier ("Normal (Multiplier)", Float) = 1 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1 + _Smoothness ("Smoothness (Multiplier)", Range(0, 1)) = 0.5 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + [MaterialEnum(Character,0,Environment,1,Misc,2)] _DecalLayer ("Decal Layer", Float) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _DecalBlendMode ("Blend Mode", Float) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _DecalSrcBlend ("SrcBlend", Float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)] _DecalDstBlend ("DstBlend", Float) = 10 + [Enum(UnityEngine.Rendering.BlendMode)] _NormalBlendMode ("Normal Blend Mode", Float) = 0 + _AngleLimit ("Angle Limit", Float) = 0.5 + _CloudOn ("Use Cloud Remap", Float) = 0 + _Cloud1Tex ("Cloud 1 (RGB) Trans (A)", 2D) = "grey" {} + _Cloud2Tex ("Cloud 2 (RGB) Trans (A)", 2D) = "grey" {} + _RemapTex ("Color Remap Ramp (RGB)", 2D) = "grey" {} + _CutoffScroll ("Cutoff Scroll Speed", Vector) = (0,0,0,0) + _AlphaBoost ("Alpha Boost", Range(0, 20)) = 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 + } + //CustomEditor "ThreeEyedGames.DecalShaderGUI" +} \ No newline at end of file diff --git a/Decalicious/DecaliciousGameObjectID.shader b/Decalicious/DecaliciousGameObjectID.shader new file mode 100644 index 0000000..1e881e0 --- /dev/null +++ b/Decalicious/DecaliciousGameObjectID.shader @@ -0,0 +1,23 @@ +Shader "StubbedDecalicious/DecaliciousGameObjectID" { + 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 + } +} \ No newline at end of file diff --git a/Decalicious/DecaliciousUnlitDecal.shader b/Decalicious/DecaliciousUnlitDecal.shader new file mode 100644 index 0000000..115ad95 --- /dev/null +++ b/Decalicious/DecaliciousUnlitDecal.shader @@ -0,0 +1,36 @@ +Shader "StubbedDecalicious/DecaliciousUnlitDecal" { + Properties { + _MaskTex ("Mask", 2D) = "white" {} + [PerRendererData] _MaskMultiplier ("Mask (Multiplier)", Float) = 1 + _MainTex ("Albedo", 2D) = "white" {} + [HDR] _Color ("Albedo (Multiplier)", Color) = (1,1,1,1) + [Enum(UnityEngine.Rendering.BlendMode)] _DecalBlendMode ("Blend Mode", Float) = 0 + [Enum(UnityEngine.Rendering.BlendMode)] _DecalSrcBlend ("SrcBlend", Float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)] _DecalDstBlend ("DstBlend", Float) = 10 + _AngleLimit ("Angle Limit", Float) = 0.5 + } + //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 + } + //CustomEditor "ThreeEyedGames.DecalShaderGUI" +} \ No newline at end of file diff --git a/LeTai'sAsset/EfficientBlur.shader b/LeTai'sAsset/EfficientBlur.shader new file mode 100644 index 0000000..e3ccc9a --- /dev/null +++ b/LeTai'sAsset/EfficientBlur.shader @@ -0,0 +1,27 @@ +Shader "StubbedTranslucentImage/EfficientBlur" { + 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 + } +} \ No newline at end of file diff --git a/LeTai'sAsset/FillCrop.shader b/LeTai'sAsset/FillCrop.shader new file mode 100644 index 0000000..c5b473b --- /dev/null +++ b/LeTai'sAsset/FillCrop.shader @@ -0,0 +1,27 @@ +Shader "StubbedTranslucentImage/FillCrop" { + 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 + } +} \ No newline at end of file diff --git a/LeTai'sAsset/TranslucentImage.shader b/LeTai'sAsset/TranslucentImage.shader new file mode 100644 index 0000000..1f57c2d --- /dev/null +++ b/LeTai'sAsset/TranslucentImage.shader @@ -0,0 +1,38 @@ +Shader "StubbedTranslucentImage/TranslucentImage" { + Properties { + [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 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", 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 + } +} \ No newline at end of file diff --git a/PsychoseNGGS/NGSS_ContactShadows.shader b/PsychoseNGGS/NGSS_ContactShadows.shader new file mode 100644 index 0000000..3501070 --- /dev/null +++ b/PsychoseNGGS/NGSS_ContactShadows.shader @@ -0,0 +1,27 @@ +Shader "StubbedNGSS/NGSS_ContactShadows" { + 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 + } +} \ No newline at end of file diff --git a/PsychoseNGGS/NGSS_Directional.shader b/PsychoseNGGS/NGSS_Directional.shader new file mode 100644 index 0000000..dd5cb50 --- /dev/null +++ b/PsychoseNGGS/NGSS_Directional.shader @@ -0,0 +1,25 @@ +Shader "StubbedNGSS/NGSS_Directional" { + 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 + } +} \ No newline at end of file diff --git a/PsychoseNGGS/NGSS_FrustumShadows.shader b/PsychoseNGGS/NGSS_FrustumShadows.shader new file mode 100644 index 0000000..5d22007 --- /dev/null +++ b/PsychoseNGGS/NGSS_FrustumShadows.shader @@ -0,0 +1,27 @@ +Shader "StubbedNGSS/NGSS_FrustumShadows" { + 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 + } +} \ No newline at end of file diff --git a/RoR2/CustomPostProcess/HopooSSR.shader b/RoR2/CustomPostProcess/HopooSSR.shader new file mode 100644 index 0000000..f9b92f8 --- /dev/null +++ b/RoR2/CustomPostProcess/HopooSSR.shader @@ -0,0 +1,23 @@ +Shader "StubbedRoR2/Base/Shaders/HopooSSR" { + 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 + } +} \ No newline at end of file diff --git a/RoR2/CustomPostProcess/RampFog.shader b/RoR2/CustomPostProcess/RampFog.shader new file mode 100644 index 0000000..fb175d4 --- /dev/null +++ b/RoR2/CustomPostProcess/RampFog.shader @@ -0,0 +1,23 @@ +Shader "StubbedRoR2/Base/Shaders/RampFog" { + 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 + } +} \ No newline at end of file diff --git a/RoR2/CustomPostProcess/SobelOutline.shader b/RoR2/CustomPostProcess/SobelOutline.shader new file mode 100644 index 0000000..aec2d47 --- /dev/null +++ b/RoR2/CustomPostProcess/SobelOutline.shader @@ -0,0 +1,23 @@ +Shader "StubbedRoR2/Base/Shaders/SobelOutline" { + 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 + } +} \ No newline at end of file diff --git a/RoR2/CustomPostProcess/SobelRain.shader b/RoR2/CustomPostProcess/SobelRain.shader new file mode 100644 index 0000000..38581ca --- /dev/null +++ b/RoR2/CustomPostProcess/SobelRain.shader @@ -0,0 +1,23 @@ +Shader "StubbedRoR2/Base/Shaders/SobelRain" { + 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 + } +} \ No newline at end of file diff --git a/RoR2/Deferred/HGSnowTopped.shader b/RoR2/Deferred/HGSnowTopped.shader new file mode 100644 index 0000000..35f185b --- /dev/null +++ b/RoR2/Deferred/HGSnowTopped.shader @@ -0,0 +1,61 @@ +Shader "StubbedRoR2/Base/Shaders/HGSnowTopped" { + Properties { + [Header(Main Properties)] _Color ("Main Color", Color) = (0.5,0.5,0.5,1) + _MainTex ("Base (RGB)", 2D) = "white" {} + _NormalStrength ("Normal Strength", Range(0, 1)) = 1 + _NormalTex ("Normal Map", 2D) = "bump" {} + _SpecularStrength ("Base Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Base Specular Exponent", Range(0, 20)) = 1 + _Smoothness ("Base Smoothness", Range(0, 1)) = 0 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + [PerRendererData] _Fade ("Fade", Range(0, 1)) = 1 + [Header(Snow Properties)] _SnowTex ("Snow Texture (RGB) Depth (A)", 2D) = "white" {} + [NoScaleOffset] _SnowNormalTex ("Snow Normal Map", 2D) = "bump" {} + _SnowSpecularStrength ("Snow Specular Strength", Range(0, 1)) = 0 + _SnowSpecularExponent ("Snow Specular Exponent", Range(0, 20)) = 1 + _SnowSmoothness ("Snow Smoothness", Range(0, 1)) = 0 + _SnowBias ("Snow Y Bias", Range(-1, 1)) = 0 + _Depth ("Blend Depth", Range(0, 1)) = 0.2 + [Header(Triplanar Properties)] [Toggle(TRIPLANAR)] _TriplanarOn ("Enable Snow Triplanar Projection", Float) = 0 + _TriplanarTextureFactor ("Triplanar Projection Texture Factor", Range(0, 1)) = 1 + [Header(WorldSpace Gradient Bias)] [Toggle(GRADIENTBIAS)] _GradientBiasOn ("Enable World-Size Gradient Bias", Float) = 0 + _GradientBiasVector ("World-Size Gradient Bias Vector", Vector) = (0,0,0,0) + [Header(Blue Channel Dirt)] [Toggle(DIRTON)] _DirtOn ("Enable Blue-Channel Dirt", Float) = 0 + _DirtTex ("Dirt Texture (RGB) Depth (A)", 2D) = "white" {} + _DirtNormalTex ("Dirt Normal Map", 2D) = "bump" {} + _DirtBias ("Dirt Bias", Range(-2, 2)) = 0 + _DirtSpecularStrength ("Dirt Specular Strength", Range(0, 1)) = 0 + _DirtSpecularExponent ("Dirt Specular Exponent", Range(0, 20)) = 1 + _DirtSmoothness ("Dirt Smoothness", Range(0, 1)) = 0 + [Header(Misc Shader Features)] [Toggle(DITHER)] _DitherOn ("Enable Dither", Float) = 0 + [Toggle(IGNORE_BIAS)] _IgnoreBiasOn ("Ignore Alpha Weights", Float) = 0 + [Toggle(BINARYBLEND)] _BinaryBlendOn ("Blend Weights Binarily", Float) = 1 + [Toggle(MICROFACET_SNOW)] _SnowOn ("Enable Snow Microfacets", Float) = 0 + [Toggle(FORCE_SPEC)] _ForceSpecOn ("Ignore Diffuse Alpha for Speculars", Float) = 0 + [Toggle(VERTEXCOLOR)] _VertexColorOn ("Use Vertex Colors for Weights", Float) = 0 + } + //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 "Diffuse" +} \ No newline at end of file diff --git a/RoR2/Deferred/HGStandard.shader b/RoR2/Deferred/HGStandard.shader new file mode 100644 index 0000000..a95a600 --- /dev/null +++ b/RoR2/Deferred/HGStandard.shader @@ -0,0 +1,91 @@ +Shader "StubbedRoR2/Base/Shaders/HGStandard" { + Properties { + [Header(Default)] [Toggle(CUTOUT)] _EnableCutout ("Cutout", Float) = 0 + _Color ("Main Color", Color) = (0.5,0.5,0.5,1) + _MainTex ("Base (RGB) Specular Scale (A)", 2D) = "white" {} + _NormalStrength ("Normal Strength", Range(0, 5)) = 1 + _NormalTex ("Normal Map", 2D) = "bump" {} + _EmColor ("Emission Color", Color) = (0,0,0,1) + [NoScaleOffset] _EmTex ("Emission Tex (RGB)", 2D) = "white" {} + _EmPower ("Emission Power", Range(0, 10)) = 1 + _Smoothness ("Smoothness", 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 + [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 + _SliceAlphaDepth ("Print Alpha Depth", Range(0, 1)) = 0.1 + _SliceAlphaTex ("Print Alpha Texture", 2D) = "gray" {} + _PrintBoost ("Print Color Boost", Range(0, 10)) = 1 + _PrintBias ("Print Alpha Bias", Range(0, 4)) = 0 + _PrintEmissionToAlbedoLerp ("Print Emission to Albedo Lerp", Range(0, 1)) = 0 + [MaterialEnum(BottomUp,0,TopDown,1,BackToFront,3)] _PrintDirection ("Print Direction", Float) = 0 + [NoScaleOffset] _PrintRamp ("Print Ramp", 2D) = "gray" {} + [Header(Elite Remap Behavior)] [PerRendererData] _EliteIndex ("Elite Index", Float) = 0 + _EliteBrightnessMin ("Elite Brightness, Min", Range(-10, 10)) = 0 + _EliteBrightnessMax ("Elite Brightness, Max", Range(-10, 10)) = 1 + [Header(Splatmapping)] [Toggle(SPLATMAP)] _SplatmapOn ("Enable Splatmap", Float) = 0 + [Toggle(USE_VERTEX_COLORS)] _ColorsOn ("Use Vertex Colors Instead", Float) = 0 + _Depth ("Blend Depth", Range(0, 1)) = 0.2 + _SplatmapTex ("Splatmap Tex (RGB)", 2D) = "white" {} + _SplatmapTileScale ("Splatmap Tile Scale", Range(0, 20)) = 1 + [NoScaleOffset] _GreenChannelTex ("Green Channel Albedo (RGB) Specular Scale (A)", 2D) = "white" {} + [NoScaleOffset] _GreenChannelNormalTex ("Green Channel Normal Map", 2D) = "bump" {} + _GreenChannelSmoothness ("Green Channel Smoothness", Range(0, 1)) = 0 + _GreenChannelBias ("Green Channel Bias", Range(-2, 5)) = 0 + [NoScaleOffset] _BlueChannelTex ("Blue Channel Albedo Specular Scale (A)", 2D) = "white" {} + [NoScaleOffset] _BlueChannelNormalTex ("Blue Channel Normal Map", 2D) = "bump" {} + _BlueChannelSmoothness ("Blue Channel Smoothness", Range(0, 1)) = 0 + _BlueChannelBias ("Blue Channel Bias", Range(-2, 5)) = 0 + [Header(Flowmap)] [Toggle(FLOWMAP)] _FlowmapOn ("Enable Flowmap", Float) = 0 + [NoScaleOffset] _FlowTex ("Flow Vector (RG), Noise (B)", 2D) = "bump" {} + _FlowHeightmap ("Flow Heightmap", 2D) = "white" {} + _FlowHeightRamp ("Flow Ramp", 2D) = "black" {} + _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 + _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) + [PerRendererData] _Fade ("Fade", Range(0, 1)) = 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 "Diffuse" +} \ No newline at end of file diff --git a/RoR2/Deferred/HGStandardWithDistortion.shader b/RoR2/Deferred/HGStandardWithDistortion.shader new file mode 100644 index 0000000..bf9427a --- /dev/null +++ b/RoR2/Deferred/HGStandardWithDistortion.shader @@ -0,0 +1,37 @@ +Shader "StubbedRoR2/Base/Shaders/HGStandardWithDistortion" { + Properties { + _BumpMap ("Bump Texture", 2D) = "bump" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + _Magnitude ("Magnitude", Range(0, 10)) = 0.05 + [HDR] _DistortionColor ("Distortion Color", Color) = (1,1,1,1) + [HDR] _OpacityColor ("Opacity Color", Color) = (1,1,1,1) + _Opacity ("Opacity", Range(0, 1)) = 0 + _NearFadeZeroDistance ("Near-Fade Zero Distance", Float) = 0 + _NearFadeOneDistance ("Near-Fade One Distance", Float) = 5 + _FarFadeOneDistance ("Far-Fade One Distance", Float) = 200000 + _FarFadeZeroDistance ("Far-Fade Zero Distance", Float) = 250000 + [Toggle(DISTANCEMODULATION)] _DistanceModulationOn ("Apply distance modulation", Float) = 0 + _DistanceModulationMagnitude ("Distance Modulation Magnitude", Range(0, 1)) = 0.5 + _InvFade ("Soft Factor", Range(0, 2)) = 0.1 + [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2 + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/Deferred/HGTriplanarTerrainBlend.shader b/RoR2/Deferred/HGTriplanarTerrainBlend.shader new file mode 100644 index 0000000..693571c --- /dev/null +++ b/RoR2/Deferred/HGTriplanarTerrainBlend.shader @@ -0,0 +1,57 @@ +Shader "StubbedRoR2/Base/Shaders/HGTriplanarTerrainBlend" { + Properties { + [Toggle(USE_VERTEX_COLORS)] _ColorsOn ("Use Vertex Colors Instead", Float) = 0 + [Toggle(MIX_VERTEX_COLORS)] _MixColorsOn ("Mix Vertex Colors with Texture", Float) = 0 + [Toggle(USE_ALPHA_AS_MASK)] _MaskOn ("Use Alpha Channels as Weight Mask", Float) = 0 + [Toggle(USE_VERTICAL_BIAS)] _VerticalBiasOn ("Bias Green Channel to Vertical", Float) = 0 + [Toggle(DOUBLESAMPLE)] _DoublesampleOn ("Double Sample UVs", Float) = 1 + _Color ("Main Color", Color) = (0.5,0.5,0.5,1) + _NormalTex ("Normal Tex (RGB)", 2D) = "bump" {} + _NormalStrength ("Normal Strength", Range(0, 1)) = 1 + [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 + [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2 + _TextureFactor ("Texture Factor", Range(0, 1)) = 1 + _Depth ("Blend Depth", Range(0, 1)) = 0.2 + _SplatmapTex ("Splatmap Tex (RGB)", 2D) = "white" {} + _RedChannelTopTex ("Red Channel Top Albedo (RGB) Specular Scale (A)", 2D) = "white" {} + _RedChannelSideTex ("Red Channel Side Albedo (RGB) Specular Scale (A)", 2D) = "white" {} + _RedChannelSmoothness ("Red Channel Smoothness", Range(0, 1)) = 0 + _RedChannelSpecularStrength ("Red Channel Specular Strength", Range(0, 1)) = 0 + _RedChannelSpecularExponent ("Red Channel Specular Exponent", Range(0.1, 20)) = 0 + _RedChannelBias ("Red Channel Bias", Range(-2, 5)) = 0 + _GreenChannelTex ("Green Channel Albedo (RGB) Specular Scale (A)", 2D) = "white" {} + _GreenChannelSmoothness ("Green Channel Smoothness", Range(0, 1)) = 0 + _GreenChannelSpecularStrength ("Green Channel Specular Strength", Range(0, 1)) = 0 + _GreenChannelSpecularExponent ("Green Channel Specular Exponent", Range(0.1, 20)) = 0 + _GreenChannelBias ("Green Channel Bias", Range(-2, 5)) = 0 + _BlueChannelTex ("Blue Channel Albedo Specular Scale (A)", 2D) = "white" {} + _BlueChannelSmoothness ("Blue Channel Smoothness", Range(0, 1)) = 0 + _BlueChannelSpecularStrength ("Blue Channel Specular Strength", Range(0, 1)) = 0 + _BlueChannelSpecularExponent ("Blue Channel Specular Exponent", Range(0.1, 20)) = 0 + _BlueChannelBias ("Blue Channel Bias", Range(-2, 5)) = 0 + [Toggle(MICROFACET_SNOW)] _SnowOn ("Treat G.Channel as Snow", Float) = 0 + } + //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 + } + Fallback "Diffuse" +} \ No newline at end of file diff --git a/RoR2/Deferred/HGWavyCloth.shader b/RoR2/Deferred/HGWavyCloth.shader new file mode 100644 index 0000000..7c3127c --- /dev/null +++ b/RoR2/Deferred/HGWavyCloth.shader @@ -0,0 +1,41 @@ +Shader "StubbedRoR2/Base/Shaders/HGWavyCloth" { + Properties { + _Color ("Main Color", Color) = (0.5,0.5,0.5,1) + _Cutoff ("Alpha Cutoff Value", Range(0, 1)) = 0.5 + _MainTex ("Base (RGB)", 2D) = "white" {} + _ScrollingNormalMap ("Scrolling Normal Map", 2D) = "bump" {} + _NormalStrength ("Normal Strength", Range(0, 5)) = 0 + _Scroll ("Scroll Speed (XY), Distortion Noise Scale (ZW)", Vector) = (0,0,0,0) + _VertexOffsetStrength ("Vertex Offset Strength", Range(0, 5)) = 0 + _WindVector ("Wind Offset Vector", Vector) = (0,0,0,0) + _Smoothness ("Smoothness", Range(0, 1)) = 0 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0, 20)) = 1 + [Toggle(VERTEX_RED_FOR_DISTORTION)] _EnableVertexColorDistortion ("Use Vertex R channel for distortion strength", Float) = 0 + } + //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 "Diffuse" +} \ No newline at end of file diff --git a/RoR2/Environment/HGDistantWater.shader b/RoR2/Environment/HGDistantWater.shader new file mode 100644 index 0000000..b0f6452 --- /dev/null +++ b/RoR2/Environment/HGDistantWater.shader @@ -0,0 +1,39 @@ +Shader "StubbedRoR2/Base/Shaders/HGDistantWater" { + Properties { + _Color ("Main Color", Color) = (0.5,0.5,0.5,1) + _MainTex ("Base (RGB)", 2D) = "white" {} + _NormalStrength ("Normal Strength", Range(0, 5)) = 1 + _Normal1Tex ("Normal Map 1", 2D) = "bump" {} + _Normal2Tex ("Normal Map 2", 2D) = "bump" {} + _Scroll ("Scroll Speed", Vector) = (0,0,0,0) + _VertexOffsetStrength ("Vertex Offset Strength", Range(0, 5)) = 0 + _Smoothness ("Smoothness", Range(0, 1)) = 0 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0, 20)) = 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 "Diffuse" +} \ No newline at end of file diff --git a/RoR2/Environment/HGGrass.shader b/RoR2/Environment/HGGrass.shader new file mode 100644 index 0000000..1ca4b2c --- /dev/null +++ b/RoR2/Environment/HGGrass.shader @@ -0,0 +1,38 @@ +Shader "StubbedRoR2/Base/Shaders/HGGrass" { + Properties { + _Color ("Main Color", Color) = (0.5,0.5,0.5,1) + _MainTex ("Base (RGB)", 2D) = "white" {} + _Scroll ("Scroll Speed (XY), Distortion Noise Scale (ZW)", Vector) = (0,0,0,0) + _Cutoff ("Cutoff Alpha", Range(0, 1)) = 0.5 + _VertexOffsetStrength ("Vertex Offset Strength", Range(0, 5)) = 0 + _WindVector ("Wind Offset Vector", Vector) = (0,0,0,0) + _Smoothness ("Smoothness", Range(0, 1)) = 0 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0, 20)) = 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 "Diffuse" +} \ No newline at end of file diff --git a/RoR2/Environment/HGWaterfall.shader b/RoR2/Environment/HGWaterfall.shader new file mode 100644 index 0000000..782dea0 --- /dev/null +++ b/RoR2/Environment/HGWaterfall.shader @@ -0,0 +1,42 @@ +Shader "StubbedRoR2/Base/Shaders/HGWaterfall" { + Properties { + _Color ("Main Color", Color) = (0.5,0.5,0.5,1) + _MainTex ("Base (RGB)", 2D) = "white" {} + _NormalTex ("Normal Map", 2D) = "bump" {} + _NormalStrength ("Normal Strength", Range(0, 1)) = 1 + _VertexOffsetStrength ("Vertex Offset Strength", Range(0, 5)) = 1 + _PerlinScale ("Perlin Scale", Vector) = (0,0,0,0) + _Cutoff ("Alpha Cutoff", Range(0, 2)) = 0.5 + _FoamTex ("Foam Texture", 2D) = "white" {} + _Depth ("Blend Depth", Range(0, 1)) = 0.2 + _Speed ("Water Speed", Range(-5, 5)) = 0.1 + _Smoothness ("Smoothness", Range(0, 1)) = 0 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0, 20)) = 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 "Diffuse" +} \ No newline at end of file diff --git a/RoR2/FX/HGCloudRemap.shader b/RoR2/FX/HGCloudRemap.shader new file mode 100644 index 0000000..c45786f --- /dev/null +++ b/RoR2/FX/HGCloudRemap.shader @@ -0,0 +1,138 @@ +Shader "StubbedRoR2/Base/Shaders/HGCloudRemap" { + Properties { + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Source Blend", Float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Destination Blend", Float) = 1 + [HideInInspector] _InternalSimpleBlendMode ("Internal Simple Blend Mode", Float) = 0 + [HDR] _TintColor ("Tint", Color) = (1,1,1,1) + [Toggle(DISABLEREMAP)] _DisableRemapOn ("Disable Remapping", Float) = 0 + _MainTex ("Base (RGB) Trans (A)", 2D) = "grey" {} + _RemapTex ("Color Remap Ramp (RGB)", 2D) = "grey" {} + _InvFade ("Soft Factor", Range(0, 2)) = 0.1 + _Boost ("Brightness Boost", Range(1, 20)) = 1 + _AlphaBoost ("Alpha Boost", Range(0, 20)) = 1 + _AlphaBias ("Alpha Bias", Range(0, 1)) = 0 + [Toggle(USE_UV1)] _UseUV1On ("Use UV1", Float) = 0 + [Toggle(FADECLOSE)] _FadeCloseOn ("Fade when near camera", Float) = 0 + _FadeCloseDistance ("Fade Close Distance", Range(0, 1)) = 0.5 + [MaterialEnum(None,0,Front,1,Back,2)] _Cull ("Culling Mode", Float) = 0 + [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4 + _DepthOffset ("_DepthOffset", Range(-10, 10)) = 0 + [Toggle(USE_CLOUDS)] _CloudsOn ("Cloud Remapping", Float) = 1 + [Toggle(CLOUDOFFSET)] _CloudOffsetOn ("Distortion Clouds", Float) = 0 + _DistortionStrength ("Distortion Strength", Range(-2, 2)) = 0.1 + _Cloud1Tex ("Cloud 1 (RGB) Trans (A)", 2D) = "grey" {} + _Cloud2Tex ("Cloud 2 (RGB) Trans (A)", 2D) = "grey" {} + _CutoffScroll ("Cutoff Scroll Speed", Vector) = (0,0,0,0) + [Toggle(VERTEXCOLOR)] _VertexColorOn ("Vertex Colors", Float) = 0 + [Toggle(VERTEXALPHA)] _VertexAlphaOn ("Luminance for Vertex Alpha", Float) = 0 + [Toggle(CALCTEXTUREALPHA)] _CalcTextureAlphaOn ("Luminance for Texture Alpha", Float) = 0 + [Toggle(VERTEXOFFSET)] _VertexOffsetOn ("Vertex Offset", Float) = 0 + [Toggle(FRESNEL)] _FresnelOn ("Fresnel Fade", Float) = 0 + [Toggle(SKYBOX_ONLY)] _SkyboxOnly ("Skybox Only", Float) = 0 + _FresnelPower ("Fresnel Power", Range(-20, 20)) = 0 + _OffsetAmount ("Vertex Offset Amount", Range(0, 3)) = 0 + [PerRendererData] _ExternalAlpha ("External Alpha", Range(0, 1)) = 1 + [PerRendererData] _Fade ("Fade", Range(0, 1)) = 1 + } + //DummyShaderTextExporter + Category + { + SubShader + { + LOD 0 + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull Off + Lighting Off + ZWrite Off + ZTest LEqual + Pass { + CGPROGRAM + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_instancing + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + uniform sampler2D _MainTex; + uniform fixed4 _TintColor; + uniform float4 _MainTex_ST; + uniform float _InvFade; + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + + v.vertex.xyz += _SinTime.xyz; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + + + fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw ); + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } + + Fallback "Transparent/VertexLit" + //CustomEditor "RoR2.HopooCloudRemapGUI" +} \ No newline at end of file diff --git a/RoR2/FX/HGDamageNumber.shader b/RoR2/FX/HGDamageNumber.shader new file mode 100644 index 0000000..41df05b --- /dev/null +++ b/RoR2/FX/HGDamageNumber.shader @@ -0,0 +1,30 @@ +Shader "StubbedRoR2/Base/Shaders/HGDamageNumber" { + Properties { + [HDR] _TintColor ("Tint", Color) = (1,1,1,1) + _CritColor ("Crit Color", Color) = (1,1,1,1) + _MainTex ("Texture", 2D) = "white" {} + _CharacterLimit ("Character Limit", Float) = 3 + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/FX/HGDistortion.shader b/RoR2/FX/HGDistortion.shader new file mode 100644 index 0000000..c4201a1 --- /dev/null +++ b/RoR2/FX/HGDistortion.shader @@ -0,0 +1,33 @@ +Shader "StubbedRoR2/Base/Shaders/HGDistortion" { + Properties { + _BumpMap ("Bump Texture", 2D) = "bump" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + _Magnitude ("Magnitude", Range(0, 10)) = 0.05 + _NearFadeZeroDistance ("Near-Fade Zero Distance", Float) = 0 + _NearFadeOneDistance ("Near-Fade One Distance", Float) = 5 + _FarFadeOneDistance ("Far-Fade One Distance", Float) = 200000 + _FarFadeZeroDistance ("Far-Fade Zero Distance", Float) = 250000 + [Toggle(DISTANCEMODULATION)] _DistanceModulationOn ("Apply distance modulation", Float) = 0 + _DistanceModulationMagnitude ("Distance Modulation Magnitude", Range(0, 1)) = 0.5 + _InvFade ("Soft Factor", Range(0, 2)) = 0.1 + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/FX/HGForwardPlanet.shader b/RoR2/FX/HGForwardPlanet.shader new file mode 100644 index 0000000..a5b0bef --- /dev/null +++ b/RoR2/FX/HGForwardPlanet.shader @@ -0,0 +1,43 @@ +Shader "StubbedRoR2/Base/Shaders/HGForwardPlanet" { + Properties { + [Header(Blending)] [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendFloat ("Source Blend", Float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendFloat ("Destination Blend", Float) = 1 + [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 0 + [Header(Lighting and Base Colors)] [HDR] _TintColor ("Tint", Color) = (1,1,1,1) + [NoScaleOffset] _LightWarpRamp ("Lightwarp Ramp", 2D) = "grey" {} + _DetailStrength ("Detail Strength", Range(0, 1)) = 0.5 + _DiffuseTex ("Diffuse Texture", 2D) = "white" {} + _DiffuseDetailTex ("Diffuse Detail Texture", 2D) = "white" {} + _NormalStrength ("Normal Strength", Range(0, 5)) = 1 + _NormalTex ("Normal Map", 2D) = "bump" {} + _NormalDetailTex ("Normal Detail Map", 2D) = "bump" {} + _SpecColor ("Specular Color", Color) = (1,1,1,1) + _SpecularPower ("Specular Power", Range(0.1, 1000)) = 1 + _DoubleSampleFactor ("Double Sample Factor", Range(0, 5)) = 1 + [Header(Atmosphere)] [NoScaleOffset] _AtmosphereRamp ("Atmosphere Ramp", 2D) = "grey" {} + _AtmosphereStrength ("Atmosphere Strength", Range(0, 20)) = 1 + [Header(Emission)] _EmissionTex ("Emission Texture", 2D) = "black" {} + _EmissionRamp ("Emission Ramp", 2D) = "white" {} + _EmissionStrength ("Emission Strength", Range(0, 100)) = 1 + [Header(Animation)] _RotationSpeed ("Rotation Speed", Range(0, 10)) = 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 + } +} \ No newline at end of file diff --git a/RoR2/FX/HGIntersectionCloudRemap.shader b/RoR2/FX/HGIntersectionCloudRemap.shader new file mode 100644 index 0000000..5158d4f --- /dev/null +++ b/RoR2/FX/HGIntersectionCloudRemap.shader @@ -0,0 +1,122 @@ +Shader "StubbedRoR2/Base/Shaders/HGIntersectionCloudRemap" { + Properties { + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendFloat ("Source Blend", Float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendFloat ("Destination Blend", Float) = 1 + [HDR] _TintColor ("Tint", Color) = (1,1,1,1) + _MainTex ("Base (RGB) Trans (A)", 2D) = "grey" {} + _Cloud1Tex ("Cloud 1 (RGB) Trans (A)", 2D) = "grey" {} + _Cloud2Tex ("Cloud 2 (RGB) Trans (A)", 2D) = "grey" {} + _RemapTex ("Color Remap Ramp (RGB)", 2D) = "grey" {} + _CutoffScroll ("Cutoff Scroll Speed", Vector) = (0,0,0,0) + _InvFade ("Soft Factor", Range(0, 30)) = 1 + _SoftPower ("Soft Power", Range(0.1, 20)) = 1 + _Boost ("Brightness Boost", Range(0, 5)) = 1 + _RimPower ("Rim Power", Range(0.1, 20)) = 1 + _RimStrength ("Rim Strength", Range(0, 5)) = 1 + _AlphaBoost ("Alpha Boost", Range(0, 20)) = 1 + _IntersectionStrength ("Intersection Strength", Range(0, 20)) = 0 + [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 0 + [PerRendererData] _ExternalAlpha ("External Alpha", Range(0, 1)) = 1 + [Toggle(FADE_FROM_VERTEX_COLORS)] _FadeFromVertexColorsOn ("Fade Alpha from Vertex Color Luminance", Float) = 0 + [Toggle(TRIPLANAR)] _TriplanarOn ("Enable Triplanar Projections for Clouds", Float) = 0 + } + //DummyShaderTextExporter + Category + { + SubShader + { + LOD 0 + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull Off + Lighting Off + ZWrite Off + ZTest LEqual + Pass { + CGPROGRAM + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_instancing + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + uniform sampler2D _MainTex; + uniform fixed4 _TintColor; + uniform float4 _MainTex_ST; + uniform float _InvFade; + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + + v.vertex.xyz += _SinTime.xyz; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + + + fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw ); + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } + +} \ No newline at end of file diff --git a/RoR2/FX/HGOpaqueCloudRemap.shader b/RoR2/FX/HGOpaqueCloudRemap.shader new file mode 100644 index 0000000..eea789c --- /dev/null +++ b/RoR2/FX/HGOpaqueCloudRemap.shader @@ -0,0 +1,125 @@ +Shader "StubbedRoR2/Base/Shaders/HGOpaqueCloudRemap" { + Properties { + [HDR] _TintColor ("Tint", Color) = (1,1,1,1) + [HDR] _EmissionColor ("Emission", Color) = (1,1,1,1) + _MainTex ("Base (RGB) Trans (A)", 2D) = "grey" {} + _NormalStrength ("Normal Strength", Range(0, 5)) = 1 + [NoScaleOffset] _NormalTex ("Normal Map", 2D) = "bump" {} + _Cloud1Tex ("Cloud 1 (RGB) Trans (A)", 2D) = "grey" {} + _Cloud2Tex ("Cloud 2 (RGB) Trans (A)", 2D) = "grey" {} + _RemapTex ("Color Remap Ramp (RGB)", 2D) = "grey" {} + _CutoffScroll ("Cutoff Scroll Speed", Vector) = (0,0,0,0) + _InvFade ("Soft Factor", Range(0, 30)) = 1 + _AlphaBoost ("Alpha Boost", Range(0, 20)) = 1 + _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1 + _ExtrusionStrength ("Extrusion Strength", Range(0, 10)) = 1 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + [Toggle (EMISSIONFROMALBEDO)] _EmissionFromAlbedo ("Emission From Albedo", Float) = 0 + [Toggle (CLOUDNORMAL)] _CloudNormalMap ("Use NormalMap as a Cloud", Float) = 0 + [Toggle(VERTEXALPHA)] _VertexAlphaOn ("Luminance for Vertex Alpha", Float) = 0 + [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2 + [PerRendererData] _ExternalAlpha ("External Alpha", Range(0, 1)) = 1 + } + //DummyShaderTextExporter + Category + { + SubShader + { + LOD 0 + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull Off + Lighting Off + ZWrite Off + ZTest LEqual + Pass { + CGPROGRAM + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_instancing + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + uniform sampler2D _MainTex; + uniform fixed4 _TintColor; + uniform float4 _MainTex_ST; + uniform float _InvFade; + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + + v.vertex.xyz += _SinTime.xyz; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + + + fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw ); + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } + + Fallback "Transparent/Cutout/Diffuse" +} \ No newline at end of file diff --git a/RoR2/FX/HGSolidParallax.shader b/RoR2/FX/HGSolidParallax.shader new file mode 100644 index 0000000..7378d43 --- /dev/null +++ b/RoR2/FX/HGSolidParallax.shader @@ -0,0 +1,45 @@ +Shader "StubbedRoR2/Base/Shaders/HGSolidParallax" { + Properties { + [HDR] _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _EmissionTex ("Emission (RGB)", 2D) = "black" {} + _EmissionPower ("Emission Power", Range(0.1, 20)) = 1 + _Normal ("Normal", 2D) = "bump" {} + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 0.1 + _Smoothness ("Smoothness", Range(0, 1)) = 0 + _Height1 ("Height 1", 2D) = "white" {} + _Height2 ("Height 2", 2D) = "white" {} + _HeightStrength ("Height Strength", Range(0, 20)) = 1 + _HeightBias ("Height Bias", Range(0, 1)) = 0 + _Parallax ("Parallax", Float) = 0 + _ScrollSpeed ("Height Scroll Speed", Vector) = (0,0,0,0) + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2 + [Toggle(ALPHACLIP)] _ClipOn ("Alpha Clip", Float) = 0 + } + //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 "Diffuse" +} \ No newline at end of file diff --git a/RoR2/FX/HGVertexOnly.shader b/RoR2/FX/HGVertexOnly.shader new file mode 100644 index 0000000..fb92fd2 --- /dev/null +++ b/RoR2/FX/HGVertexOnly.shader @@ -0,0 +1,24 @@ +Shader "StubbedRoR2/Base/Shaders/HGVertexOnly" { + Properties { + [HDR] _TintColor ("AAH", 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 + } +} \ No newline at end of file diff --git a/RoR2/MobileBlur.shader b/RoR2/MobileBlur.shader new file mode 100644 index 0000000..ba16fac --- /dev/null +++ b/RoR2/MobileBlur.shader @@ -0,0 +1,28 @@ +Shader "Hidden/FastBlur" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Bloom ("Bloom (RGB)", 2D) = "black" {} + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/PostProcess/HGOutlineHighlight.shader b/RoR2/PostProcess/HGOutlineHighlight.shader new file mode 100644 index 0000000..a5f0d39 --- /dev/null +++ b/RoR2/PostProcess/HGOutlineHighlight.shader @@ -0,0 +1,30 @@ +Shader "StubbedRoR2/Base/Shaders/HGOutlineHighlight" { + Properties { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Main Texture", 2D) = "black" {} + _OutlineMap ("Occlusion Map", 2D) = "black" {} + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/PostProcess/HGScopeShader.shader b/RoR2/PostProcess/HGScopeShader.shader new file mode 100644 index 0000000..811718f --- /dev/null +++ b/RoR2/PostProcess/HGScopeShader.shader @@ -0,0 +1,40 @@ +Shader "StubbedRoR2/Base/Shaders/HGScopeShader" { + Properties { + [Header(Scope Properties)] _ScopeMap ("Scope Distortion (R), Scope Tint (G)", 2D) = "white" {} + [HideInInspector] _MainTex ("", any) = "" {} + _Scale ("Scale", Range(1, 10)) = 1 + _DistortionStrength ("Distortion Strength", Range(-1, 1)) = 1 + _TintStrength ("Tint Strength", Range(0, 1)) = 0.5 + [Header(Base Image Properties)] _Color ("Tint", Color) = (1,1,1,1) + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/PostProcess/HGScreenDamage.shader b/RoR2/PostProcess/HGScreenDamage.shader new file mode 100644 index 0000000..34880bb --- /dev/null +++ b/RoR2/PostProcess/HGScreenDamage.shader @@ -0,0 +1,32 @@ +Shader "StubbedRoR2/Base/Shaders/HGScreenDamage" { + 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 + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/PostProcess/HGSobelBuffer.shader b/RoR2/PostProcess/HGSobelBuffer.shader new file mode 100644 index 0000000..66f005c --- /dev/null +++ b/RoR2/PostProcess/HGSobelBuffer.shader @@ -0,0 +1,29 @@ +Shader "StubbedRoR2/Base/Shaders/HGSobelBuffer" { + Properties { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Main Texture", 2D) = "black" {} + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/PostProcess/HGVisionLimit.shader b/RoR2/PostProcess/HGVisionLimit.shader new file mode 100644 index 0000000..419f405 --- /dev/null +++ b/RoR2/PostProcess/HGVisionLimit.shader @@ -0,0 +1,29 @@ +Shader "StubbedRoR2/Base/Shaders/HGVisionLimit" { + Properties { + _Origin ("Effect Origin", Vector) = (0,0,0,0) + _RangeEnd ("Range Start", Float) = 0 + _RangeEnd ("Range End", Float) = 1 + _Color ("Tint", 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 + } +} \ No newline at end of file diff --git a/RoR2/UI/HGUIAnimateAlpha.shader b/RoR2/UI/HGUIAnimateAlpha.shader new file mode 100644 index 0000000..f5ea926 --- /dev/null +++ b/RoR2/UI/HGUIAnimateAlpha.shader @@ -0,0 +1,46 @@ +Shader "StubbedRoR2/Base/Shaders/HGUIAnimateAlpha" { + Properties { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + [PerRendererData] _ExternalAlpha ("External Alpha", Range(0, 1)) = 1 + _RemapRamp ("Remap Ramp", 2D) = "white" {} + _AlphaBoost ("Alpha Boost", Range(0, 20)) = 1 + _LightenFactor ("Alpha Lighten Factor", Range(0, 1)) = 0 + _TrueAlpha ("True Alpha", Range(0, 1)) = 1 + _OverlayTex ("Overlay Texture", 2D) = "white" {} + _PatternPixelSize ("Pattern Pixel Size", Range(0, 512)) = 32 + _PatternStrength ("Pattern Strength", Range(0, 1)) = 1 + _PatternPanningSpeed ("Pattern Panning Speed", Range(0, 20)) = 0 + [Toggle(DOUBLESAMPLE)] _DoubleSampleOn ("Double Sample Pattern", Float) = 0 + _Color ("Tint", Color) = (1,1,1,1) + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/UI/HGUIBarRemap.shader b/RoR2/UI/HGUIBarRemap.shader new file mode 100644 index 0000000..4675f36 --- /dev/null +++ b/RoR2/UI/HGUIBarRemap.shader @@ -0,0 +1,31 @@ +Shader "StubbedRoR2/Base/Shaders/HGUIBarRemap" { + Properties { + _MainTex ("Gradient (R) Mask (G)", 2D) = "grey" {} + _RemapTex ("Color Remap Ramp (RGB)", 2D) = "grey" {} + _GradientScale ("Gradient Scale", Range(0, 1.5)) = 1 + [Toggle(PINGPONG)] _PingPong ("PingPong Ramp", 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 + } + Fallback "Transparent/VertexLit" +} \ No newline at end of file diff --git a/RoR2/UI/HGUIBlur.shader b/RoR2/UI/HGUIBlur.shader new file mode 100644 index 0000000..cc7c4ee --- /dev/null +++ b/RoR2/UI/HGUIBlur.shader @@ -0,0 +1,24 @@ +Shader "StubbedRoR2/Base/Shaders/HGUIBlur" { + Properties { + _Radius ("Radius", Range(1, 255)) = 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 + } +} \ No newline at end of file diff --git a/RoR2/UI/HGUICustomBlend.shader b/RoR2/UI/HGUICustomBlend.shader new file mode 100644 index 0000000..227b5f1 --- /dev/null +++ b/RoR2/UI/HGUICustomBlend.shader @@ -0,0 +1,40 @@ +Shader "StubbedRoR2/Base/Shaders/HGUICustomBlend" { + Properties { + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Source Blend", Float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Destination Blend", Float) = 1 + [HideInInspector] _InternalSimpleBlendMode ("Internal Simple Blend Mode", Float) = 0 + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + [HDR] _Color ("Tint", Color) = (1,1,1,1) + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + //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 + } + //CustomEditor "RoR2.HGUICustomBlendMaterialEditor" +} \ No newline at end of file diff --git a/RoR2/UI/HGUIIgnoreZ.shader b/RoR2/UI/HGUIIgnoreZ.shader new file mode 100644 index 0000000..0e1bb10 --- /dev/null +++ b/RoR2/UI/HGUIIgnoreZ.shader @@ -0,0 +1,27 @@ +Shader "StubbedRoR2/Base/Shaders/HGUIIgnoreZ" { + 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 + } +} \ No newline at end of file diff --git a/RoR2/UI/HGUIOverbrighten.shader b/RoR2/UI/HGUIOverbrighten.shader new file mode 100644 index 0000000..70a0316 --- /dev/null +++ b/RoR2/UI/HGUIOverbrighten.shader @@ -0,0 +1,37 @@ +Shader "StubbedRoR2/Base/Shaders/HGUIOverbrighten" { + Properties { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + _OverbrightenScale ("Overbrighten Scale", Range(0, 5)) = 1 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + //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 + } +} \ No newline at end of file diff --git a/RoR2/skymeadow/Fill-Linear.shader b/RoR2/skymeadow/Fill-Linear.shader new file mode 100644 index 0000000..3fdb763 --- /dev/null +++ b/RoR2/skymeadow/Fill-Linear.shader @@ -0,0 +1,32 @@ +Shader "StubbedRoR2/Base/skymeadow/Fill-Linear" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Color ("Color", Color) = (1,1,1,1) + _Center ("Center", Vector) = (0,0,0,0) + _FillRate ("FillRate", Range(0, 1)) = 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 "Diffuse" +} \ No newline at end of file