Added player character and step in/out of dialogue in scene 101

This commit is contained in:
2026-08-15 15:22:47 +02:00
parent a42f25d5fa
commit 38ba2b0eff
2019 changed files with 181227 additions and 265 deletions
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Shader "ProBuilder/Diffuse Texture Blend"
{
Properties
{
_FirstTex ("Texture", 2D) = "white" {}
_SecondTex ("Texture", 2D) = "white" {}
_ThirdTex ("Texture", 2D) = "white" {}
_FourthTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
ColorMask RGB
CGPROGRAM
#pragma surface surf Lambert
sampler2D _FirstTex;
sampler2D _SecondTex;
sampler2D _ThirdTex;
sampler2D _FourthTex;
struct Input
{
float4 color : COLOR;
float2 uv_FirstTex;
float2 uv_SecondTex;
float2 uv_ThirdTex;
float2 uv_FourthTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c0 = tex2D(_FirstTex, IN.uv_FirstTex);
fixed4 c1 = tex2D(_SecondTex, IN.uv_SecondTex);
fixed4 c2 = tex2D(_ThirdTex, IN.uv_ThirdTex);
fixed4 c3 = tex2D(_FourthTex, IN.uv_FourthTex);
fixed4 blend = normalize(IN.color);
fixed4 rgba = c0 * blend.r;
rgba = lerp(rgba, c1, blend.g);
rgba = lerp(rgba, c2, blend.b);
rgba = lerp(rgba, c3, blend.a);
o.Albedo = rgba.rgb;
}
ENDCG
}
Fallback "Diffuse"
}
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Shader "ProBuilder/Diffuse Vertex Color" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType" = "Opaque" }
ColorMask RGB
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float4 color : COLOR;
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
}
ENDCG
}
Fallback "Diffuse"
}
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Shader "Hidden/ProBuilder/EdgePicker"
{
Properties {}
SubShader
{
Tags
{
"ProBuilderPicker"="EdgePass"
"IgnoreProjector"="True"
"DisableBatching"="True"
"LightMode"="Always"
}
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
Pass
{
Name "Edges"
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "ProBuilderCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPosWithOffset(v.vertex.xyz);
o.color = v.color;
return o;
}
float4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}
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Shader "Hidden/ProBuilder/EdgePickerURP"
{
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "17.0"
}
Tags
{
"ProBuilderPicker"="EdgePass"
"RenderType"="Opaque"
"RenderPipeline"="UniversalPipeline"
"Queue"="Geometry"
"IgnoreProjector"="True"
"DisableBatching"="True"
}
Pass
{
Name "Edges"
Tags { "LightMode"="ProBuilderPickerA" }
ZTest Less
ZWrite On
Cull Off
Blend Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "ProBuilderCG_URP.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float4 color : COLOR;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
};
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = UnityObjectToClipPosWithOffset(input.positionOS.xyz);
output.color = input.color;
return output;
}
half4 frag(Varyings input) : SV_Target
{
clip(input.color.a - 0.75);
return input.color;
}
ENDHLSL
}
}
// Fallback to built-in renderer version
Fallback "Hidden/ProBuilder/EdgePicker"
}
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Shader "Hidden/ProBuilder/FaceHighlight"
{
Properties
{
_Color ("Color Tint", Color) = (1,1,1,1)
_Dither ("Dithering", float) = 0
_HandleZTest ("_HandleZTest", Int) = 8
_HandleZWrite("_HandleZWrite", Int) = 0
}
SubShader
{
Tags { "IgnoreProjector"="True" "Queue"="Transparent" }
Lighting Off
ZTest [_HandleZTest]
ZWrite [_HandleZWrite]
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "ProBuilderCG.cginc"
float4 _Color;
float _Dither;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPosWithOffset(v.vertex.xyz);
return o;
}
half4 frag (v2f i) : COLOR
{
i.pos.xy = floor(i.pos.xy * 1) * .5;
float checker = -frac(i.pos.x + i.pos.y);
clip(lerp(1, checker, _Dither));
return _Color;
}
ENDCG
}
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/ProBuilder/FacePicker"
{
SubShader
{
Tags { "ProBuilderPicker"="Base" "LightMode"="Always" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend Off
Pass
{
Name "Base"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
float4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
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Shader "Hidden/ProBuilder/FacePickerURP"
{
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "17.0"
}
Tags
{
"ProBuilderPicker"="Base"
"RenderType"="Opaque"
"RenderPipeline"="UniversalPipeline"
"Queue"="Geometry"
"DisableBatching"="True"
}
Pass
{
Name "Base"
Tags { "LightMode"="ProBuilderPickerA" }
ZTest LEqual
ZWrite On
Cull Back
Blend Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "ProBuilderCG_URP.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float4 color : COLOR;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
};
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs positions = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = positions.positionCS;
output.color = input.color;
return output;
}
half4 frag(Varyings input) : SV_Target
{
return input.color;
}
ENDHLSL
}
}
// Fallback to built-in renderer version
Fallback "Hidden/ProBuilder/FacePicker"
}
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Shader "Hidden/ProBuilder/HideVertices"
{
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
Lighting Off
ZTest On
ZWrite On
Cull Back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = fixed4(0,0,0,0);
return o;
}
half4 frag (v2f i) : COLOR
{
return fixed4(0,0,0,0);
}
ENDCG
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}
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Shader "Hidden/ProBuilder/LineBillboard"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Scale ("Scale", Range(0, 20)) = 7
_HandleZTest ("_HandleZTest", Int) = 8
_HandleZWrite("_HandleZWrite", Int) = 0
}
SubShader
{
Tags
{
"ProBuilderPicker"="EdgePass"
"RenderType"="Geometry"
"Queue"="Geometry"
"DisableBatching"="True"
"ForceNoShadowCasting"="True"
"IgnoreProjector"="True"
}
Lighting Off
ZTest [_HandleZTest]
ZWrite [_HandleZWrite]
Cull Off
Blend Off
Offset -1, -1
Pass
{
Name "EdgePass"
CGPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma geometry geo
#pragma fragment frag
#pragma exclude_renderers metal
#include "UnityCG.cginc"
#include "ProBuilderCG.cginc"
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
};
float _Scale;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
// pull closer to camera and into clip space
o.pos *= .99;
o.pos = mul(UNITY_MATRIX_P, o.pos);
// convert clip -> ndc -> screen, build billboards in geo shader, then screen -> ndc -> clip
o.pos = ClipToScreen(o.pos);
o.color = v.color;
return o;
}
[maxvertexcount(4)]
void geo(line v2f p[2], inout TriangleStream<v2f> triStream)
{
float2 perp = normalize(float2(-(p[1].pos.y - p[0].pos.y), p[1].pos.x - p[0].pos.x)) * _Scale;
v2f geo_out;
geo_out.pos = ScreenToClip( float4(p[1].pos.x + perp.x, p[1].pos.y + perp.y, p[1].pos.z, p[1].pos.w) );
geo_out.color = p[1].color;
triStream.Append(geo_out);
geo_out.pos = ScreenToClip( float4(p[1].pos.x - perp.x, p[1].pos.y - perp.y, p[1].pos.z, p[1].pos.w) );
geo_out.color = p[1].color;
triStream.Append(geo_out);
geo_out.pos = ScreenToClip( float4(p[0].pos.x + perp.x, p[0].pos.y + perp.y, p[0].pos.z, p[0].pos.w) );
geo_out.color = p[0].color;
triStream.Append(geo_out);
geo_out.pos = ScreenToClip( float4(p[0].pos.x - perp.x, p[0].pos.y - perp.y, p[0].pos.z, p[0].pos.w) );
geo_out.color = p[0].color;
triStream.Append(geo_out);
}
fixed4 frag (v2f i) : COLOR
{
return i.color * _Color;
}
ENDCG
}
}
Fallback Off
}
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Shader "Hidden/ProBuilder/LineBillboardMetal"
{
Properties
{
_Scale("Scale", Range(1,7)) = 3.3
_Color ("Color", Color) = (1,1,1,1)
_HandleZTest ("_HandleZTest", Int) = 8
_HandleZWrite("_HandleZWrite", Int) = 0
}
SubShader
{
Tags
{
"IgnoreProjector"="True"
"RenderType"="Geometry"
"Queue"="Geometry"
"DisableBatching"="True"
}
Lighting Off
ZTest [_HandleZTest]
ZWrite [_HandleZWrite]
Cull Off
Blend Off
Offset -1,-1
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "ProBuilderCG.cginc"
float _Scale;
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
// next vertex is stored in xyz, and direction to move current vertex is w
float4 tangent : TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPosWithOffsetMetal(v.vertex.xyz);
// convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space.
float4 clip = o.pos;
float4 a = ClipToScreen(o.pos);
float4 b = ClipToScreen(UnityObjectToClipPosWithOffset(v.tangent.xyz));
float2 d = normalize(b-a).xy;
float2 p = float2(-d.y, d.x);
a.xy += p * v.tangent.w * _Scale;
o.pos = ScreenToClip(a);
return o;
}
half4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}
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Shader "Hidden/ProBuilder/NormalPreview"
{
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Geometry" }
Lighting Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Scale;
struct appdata
{
float4 vertex : POSITION;
// secretely this is the normal, w is used to pass extrusion
float4 tangent : TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
float4 world = mul(unity_ObjectToWorld, v.vertex);
float3 nrm = UnityObjectToWorldNormal(v.tangent.xyz);
float4 extruded = world + float4((nrm * v.tangent.w * _Scale), 0);
o.pos = mul(UNITY_MATRIX_VP, extruded);
o.color = float4(abs(v.tangent.xyz), 1);
return o;
}
half4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
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Shader "Hidden/ProBuilder/PointBillboard"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Scale ("Scale", Range(0, 20)) = 7
_HandleZTest ("_HandleZTest", Int) = 8
_HandleZWrite("_HandleZWrite", Int) = 0
}
SubShader
{
Tags
{
"ProBuilderPicker"="VertexPass"
"RenderType"="Geometry"
"Queue"="Geometry"
"IgnoreProjector"="True"
"ForceNoShadowCasting"="True"
"DisableBatching"="True"
}
Pass
{
Name "VertexPass"
Lighting Off
ZTest [_HandleZTest]
ZWrite [_HandleZWrite]
Cull Off
Blend Off
Offset 0, -2
CGPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#pragma geometry geo
#pragma exclude_renderers metal
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct GS_INPUT
{
float4 pos : POSITION;
float4 color : COLOR;
};
struct FS_INPUT
{
float4 pos : POSITION;
float4 color : COLOR;
};
float _Scale;
float4 _Color;
// Is the camera in orthographic mode? (1 yes, 0 no)
#define ORTHO (1 - UNITY_MATRIX_P[3][3])
#define ScreenDepthModifier (lerp(.00001, 0, ORTHO))
float4 ClipToScreen(float4 v)
{
v.xy /= v.w;
v.xy = v.xy * .5 + .5;
v.xy *= _ScreenParams.xy;
return v;
}
float4 ScreenToClip(float4 v)
{
v.xy /= _ScreenParams.xy;
v.xy = (v.xy - .5) / .5;
v.xy *= v.w;
return v;
}
GS_INPUT vert(appdata v)
{
GS_INPUT output = (GS_INPUT)0;
output.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
// perspective rendering applies offset in view coordinates, and orthographic applies offset in the geometry
// shader screen space
output.pos.xyz *= lerp(1, .95, ORTHO);
output.pos = mul(UNITY_MATRIX_P, output.pos);
// convert clip -> ndc -> screen, build billboards in geo shader, then screen -> ndc -> clip
output.pos = ClipToScreen(output.pos);
output.color = v.color;
return output;
}
[maxvertexcount(4)]
void geo(point GS_INPUT p[1], inout TriangleStream<FS_INPUT> triStream)
{
// 3 1
// 2 0
FS_INPUT geo_out;
geo_out.color = p[0].color;
geo_out.pos = ScreenToClip( float4(p[0].pos.x + _Scale, p[0].pos.y - _Scale, p[0].pos.z, p[0].pos.w - ScreenDepthModifier) );
triStream.Append(geo_out);
geo_out.pos = ScreenToClip( float4(p[0].pos.x + _Scale, p[0].pos.y + _Scale, p[0].pos.z, p[0].pos.w - ScreenDepthModifier) );
triStream.Append(geo_out);
geo_out.pos = ScreenToClip( float4(p[0].pos.x - _Scale, p[0].pos.y - _Scale, p[0].pos.z, p[0].pos.w - ScreenDepthModifier) );
triStream.Append(geo_out);
geo_out.pos = ScreenToClip( float4(p[0].pos.x - _Scale, p[0].pos.y + _Scale, p[0].pos.z, p[0].pos.w - ScreenDepthModifier) );
triStream.Append(geo_out);
}
float4 frag(FS_INPUT input) : COLOR
{
return _Color * input.color;
}
ENDCG
}
}
Fallback Off
}
@@ -0,0 +1,9 @@
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// Is the camera in orthographic mode? (1 yes, 0 no)
#define ORTHO (1 - UNITY_MATRIX_P[3][3])
// How far to pull vertices towards camera in orthographic mode
const float ORTHO_CAM_OFFSET = .0001;
inline float4 ClipToScreen(float4 v)
{
v.xy /= v.w;
v.xy = v.xy * .5 + .5;
v.xy *= _ScreenParams.xy;
return v;
}
inline float4 ScreenToClip(float4 v)
{
v.z -= ORTHO_CAM_OFFSET * ORTHO;
v.xy /= _ScreenParams.xy;
v.xy = (v.xy - .5) / .5;
v.xy *= v.w;
return v;
}
inline float4 UnityObjectToClipPosWithOffset(float3 pos)
{
float4 ret = float4(UnityObjectToViewPos(pos), 1);
//Offsetting the edges to avoid z-fighting problems
//Do not offset when using orthographic camera as XY are
//screen coords, this would shift the rendering
ret.xyz *= lerp(.99, 1, unity_OrthoParams.w);
//Moving edges closer
//.99 is not sufficient for Orthographic Camera
ret.z *= lerp(1, 0.95, unity_OrthoParams.w);
return mul(UNITY_MATRIX_P, ret);
}
inline float4 UnityObjectToClipPosWithOffsetMetal(float3 pos)
{
float4 ret = float4(UnityObjectToViewPos(pos), 1);
ret *= lerp(.99, .95, ORTHO);
return mul(UNITY_MATRIX_P, ret);
}
inline float4 GetPickerColor(float4 pos, float2 texcoord1)
{
// convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space.
float4 clip = pos;
clip.xy /= clip.w;
clip.xy = clip.xy * .5 + .5;
clip.xy *= _ScreenParams.xy;
clip.xy += texcoord1.xy * 3.5;
clip.z -= .0001 * (1 - UNITY_MATRIX_P[3][3]);
clip.xy /= _ScreenParams.xy;
clip.xy = (clip.xy - .5) / .5;
clip.xy *= clip.w;
return clip;
}
@@ -0,0 +1,9 @@
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// ProBuilderCG_URP.cginc - URP-compatible version of ProBuilderCG.cginc
// Must be included AFTER: #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// so that TransformObjectToWorld, TransformWorldToView, UNITY_MATRIX_P, unity_OrthoParams are available.
// Is the camera in orthographic mode? (1 yes, 0 no)
#define ORTHO (1 - UNITY_MATRIX_P[3][3])
// How far to pull vertices towards camera in orthographic mode
const float ORTHO_CAM_OFFSET = .0001;
inline float4 ClipToScreen(float4 v)
{
v.xy /= v.w;
v.xy = v.xy * .5 + .5;
v.xy *= _ScreenParams.xy;
return v;
}
inline float4 ScreenToClip(float4 v)
{
v.z -= ORTHO_CAM_OFFSET * ORTHO;
v.xy /= _ScreenParams.xy;
v.xy = (v.xy - .5) / .5;
v.xy *= v.w;
return v;
}
inline float4 UnityObjectToClipPosWithOffset(float3 positionOS)
{
VertexPositionInputs positions = GetVertexPositionInputs(positionOS);
float4 ret = float4(positions.positionVS, 1);
//Offsetting the edges to avoid z-fighting problems
//Do not offset when using orthographic camera as XY are
//screen coords, this would shift the rendering
ret.xyz *= lerp(0.99, 0.95, unity_OrthoParams.w);
//Moving edges closer
//.99 is not sufficient for Orthographic Camera
ret.w *= lerp(1, 0.95, unity_OrthoParams.w);
return mul(UNITY_MATRIX_P, ret);
}
inline float4 UnityObjectToClipPosWithOffsetMetal(float3 positionOS)
{
VertexPositionInputs positions = GetVertexPositionInputs(positionOS);
float4 ret = float4(positions.positionVS, 1);
ret *= lerp(.99, .95, ORTHO);
return mul(UNITY_MATRIX_P, ret);
}
inline float4 GetPickerColor(float4 pos, float2 texcoord1)
{
// convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space.
float4 clip = pos;
clip.xy /= clip.w;
clip.xy = clip.xy * .5 + .5;
clip.xy *= _ScreenParams.xy;
clip.xy += texcoord1.xy * 3.5;
clip.z -= .0001 * (1 - UNITY_MATRIX_P[3][3]);
clip.xy /= _ScreenParams.xy;
clip.xy = (clip.xy - .5) / .5;
clip.xy *= clip.w;
return clip;
}
@@ -0,0 +1,7 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ProBuilder/Reference Unlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Lighting Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Off
Offset 1,1
Pass
{
AlphaTest Greater .25
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata
{
float4 vertex : POSITION;
float4 texcoord0 : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord0.xy;
return o;
}
half4 frag (v2f i) : COLOR
{
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.32
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Hidden/ProBuilder/ScrollHighlight" {
Properties {
_Highlight ("Highlight", Color) = (0.07843138,0.3921569,0.7843137,1)
_Base ("Base", Color) = (0.5,0.5,0.5,1)
_Speed ("Speed", Range(0, 1)) = 0.5
_EditorTime ("EditorTime", Float ) = 0
_LineDistance ("LineDistance", Float ) = 18
}
SubShader {
Tags {
"RenderType"="Overlay"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Cull Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#ifndef UNITY_PASS_FORWARDBASE
#define UNITY_PASS_FORWARDBASE
#endif
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma target 3.0
uniform float4 _Highlight;
uniform float4 _Base;
uniform float _Speed;
uniform float _EditorTime;
uniform float _LineDistance;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos(v.vertex );
return o;
}
float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
float isFrontFace = ( facing >= 0 ? 1 : 0 );
float faceSign = ( facing >= 0 ? 1 : -1 );
////// Lighting:
////// Emissive:
float3 emissive = lerp(_Highlight.rgb,_Base.rgb,smoothstep( 0.0, 0.2, distance(frac((_EditorTime*_Speed)),(i.uv0.r/_LineDistance)) ));
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Diffuse"
}
@@ -0,0 +1,9 @@
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Shader "Hidden/ProBuilder/SelectionPicker"
{
Properties {}
SubShader
{
Tags { "ProBuilderPicker"="EdgePass" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
UsePass "Hidden/ProBuilder/EdgePicker/EDGES"
}
SubShader
{
Tags { "ProBuilderPicker"="VertexPass" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
UsePass "Hidden/ProBuilder/VertexPicker/VERTICES"
}
SubShader
{
Tags { "ProBuilderPicker"="Base" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend Off
UsePass "Hidden/ProBuilder/FacePicker/BASE"
}
}
@@ -0,0 +1,9 @@
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Shader "Hidden/ProBuilder/SelectionPickerURP"
{
Properties {}
SubShader
{
Tags { "ProBuilderPicker"="EdgePass" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
UsePass "Hidden/ProBuilder/EdgePickerURP/EDGES"
}
SubShader
{
Tags { "ProBuilderPicker"="VertexPass" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
UsePass "Hidden/ProBuilder/VertexPickerURP/VERTICES"
}
SubShader
{
Tags { "ProBuilderPicker"="Base" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend Off
UsePass "Hidden/ProBuilder/FacePickerURP/BASE"
}
}
@@ -0,0 +1,9 @@
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Shader "Hidden/ProBuilder/SmoothingPreview"
{
Properties {
_Opacity ("Opacity", Float) = .5
}
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Opacity;
float _Dither;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
o.pos.xyz *= .98;
o.pos = mul(UNITY_MATRIX_P, o.pos);
o.color = v.color;
return o;
}
half4 frag (v2f i) : COLOR
{
i.pos.xy = floor(i.pos.xy * 1) * .5;
float checker = -frac(i.pos.x + i.pos.y);
clip(lerp(1, checker, _Dither));
half4 c = half4(i.color.rgb, i.color.a * _Opacity);
return c;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
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@@ -0,0 +1,61 @@
Shader "Hidden/ProBuilder/TransparentOverlay"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "IgnoreProjector"="True" "RenderType"="Transparent" "Queue"="Transparent" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord0.xy;
o.color = v.color;
return o;
}
half4 frag (v2f i) : COLOR
{
return tex2D(_MainTex, i.uv) * i.color;
}
ENDCG
}
}
}
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@@ -0,0 +1,55 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ProBuilder/Unlit Solid Color"
{
Properties
{
_Color ("Color Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags { "IgnoreProjector"="True" "Queue"="Transparent" }
Lighting Off
ZTest LEqual
ZWrite On
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}
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@@ -0,0 +1,51 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ProBuilder/UnlitVertexColor"
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
half4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
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@@ -0,0 +1,76 @@
Shader "Hidden/ProBuilder/VertexPicker"
{
Properties {}
SubShader
{
Tags
{
"ProBuilderPicker"="VertexPass"
"RenderType"="Transparent"
"IgnoreProjector"="True"
"DisableBatching"="True"
// needed by HDRP
"LightMode"="Always"
}
Lighting Off
ZTest LEqual
ZWrite On
Cull Off
Blend Off
Offset -1, -1
Pass
{
Name "Vertices"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "ProBuilderCG.cginc"
// Is the camera in orthographic mode? (1 yes, 0 no)
#define ORTHO (1 - UNITY_MATRIX_P[3][3])
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
o.pos.xyz *= lerp(.99, .95, ORTHO);
o.pos = mul(UNITY_MATRIX_P, o.pos);
o.pos = GetPickerColor(o.pos, v.texcoord1);
o.uv = v.texcoord.xy;
o.color = v.color;
return o;
}
float4 frag (v2f i) : COLOR
{
return i.color;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
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@@ -0,0 +1,74 @@
Shader "Hidden/ProBuilder/VertexPickerURP"
{
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "17.0"
}
Tags
{
"ProBuilderPicker"="VertexPass"
"RenderType"="Opaque"
"RenderPipeline"="UniversalPipeline"
"Queue"="Geometry"
"IgnoreProjector"="True"
"DisableBatching"="True"
}
Pass
{
Name "Vertices"
Tags { "LightMode"="ProBuilderPickerA" }
ZTest LEqual
ZWrite On
Cull Off
Blend Off
Offset -1, -1
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "ProBuilderCG_URP.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 color : COLOR;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = UnityObjectToClipPosWithOffset(input.positionOS.xyz);
output.positionCS = GetPickerColor(output.positionCS, input.uv1);
output.uv = input.uv0.xy;
output.color = input.color;
return output;
}
half4 frag(Varyings input) : SV_Target
{
return input.color;
}
ENDHLSL
}
}
Fallback "Hidden/ProBuilder/VertexPicker"
}
@@ -0,0 +1,9 @@
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@@ -0,0 +1,82 @@
Shader "Hidden/ProBuilder/VertexShader"
{
Properties
{
_Scale("Scale", Range(1,7)) = 3.3
_Color ("Color", Color) = (1,1,1,1)
_HandleZTest ("_HandleZTest", Int) = 8
_HandleZWrite("_HandleZWrite", Int) = 0
}
SubShader
{
Tags
{
"IgnoreProjector"="True"
"RenderType"="Geometry"
"Queue"="Geometry"
}
Lighting Off
ZTest [_HandleZTest]
ZWrite [_HandleZWrite]
Cull Off
Blend Off
Offset -1,-1
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Scale;
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert (appdata v)
{
float ortho = (1 - UNITY_MATRIX_P[3][3]);
v2f o;
o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
o.pos.xyz *= lerp(.99, .95, ortho);
o.pos = mul(UNITY_MATRIX_P, o.pos);
// convert vertex to screen space, add pixel-unit xy to vertex, then transform back to clip space.
float4 clip = o.pos;
clip.xy /= clip.w;
clip.xy = clip.xy * .5 + .5;
clip.xy *= _ScreenParams.xy;
clip.xy += v.texcoord.xy * _Scale;
clip.xy /= _ScreenParams.xy;
clip.xy = (clip.xy - .5) / .5;
clip.xy *= clip.w;
o.pos = clip;
return o;
}
half4 frag (v2f i) : COLOR
{
return _Color;
}
ENDCG
}
}
}
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folderAsset: yes
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