init
This commit is contained in:
8
Assets/GLTFUtility-master/Materials/Built-in.meta
Normal file
8
Assets/GLTFUtility-master/Materials/Built-in.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bad78d655a8373f48b9b15f2b3225be4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,73 @@
|
||||
Shader "GLTFUtility/Standard Transparent (Metallic)" {
|
||||
Properties {
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_MetallicGlossMap ("Metallic (B) Gloss (G)", 2D) = "white" {}
|
||||
_Roughness ("Roughness", Range(0,1)) = 1
|
||||
_Metallic ("Metallic", Range(0,1)) = 1
|
||||
[Normal] _BumpMap ("Normal", 2D) = "bump" {}
|
||||
_BumpScale("NormalScale", Float) = 1.0
|
||||
_OcclusionMap ("Occlusion (R)", 2D) = "white" {}
|
||||
_EmissionMap ("Emission", 2D) = "black" {}
|
||||
_EmissionColor ("Emission Color", Color) = (0,0,0,0)
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows alpha:fade
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _MetallicGlossMap;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _OcclusionMap;
|
||||
sampler2D _EmissionMap;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float2 uv_BumpMap;
|
||||
float2 uv_MetallicGlossMap;
|
||||
float2 uv_OcclusionMap;
|
||||
float2 uv_EmissionMap;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
half _Roughness;
|
||||
half _Metallic;
|
||||
half _AlphaCutoff;
|
||||
half _BumpScale;
|
||||
fixed4 _Color;
|
||||
fixed4 _EmissionColor;
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb * IN.color;
|
||||
o.Alpha = c.a;
|
||||
// Metallic comes from blue channel tinted by slider variables
|
||||
fixed4 m = tex2D (_MetallicGlossMap, IN.uv_MetallicGlossMap);
|
||||
o.Metallic = m.b * _Metallic;
|
||||
// Smoothness comes from blue channel tinted by slider variables
|
||||
o.Smoothness = 1 - (m.g * _Roughness);
|
||||
// Normal comes from a bump map
|
||||
o.Normal = UnpackScaleNormal(tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
|
||||
// Ambient Occlusion comes from red channel
|
||||
o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
|
||||
// Emission comes from a texture tinted by color
|
||||
o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7258d825fa9aac6439f21eb173b880c6
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,74 @@
|
||||
Shader "GLTFUtility/Standard (Metallic)" {
|
||||
Properties {
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_MetallicGlossMap ("Metallic (B) Gloss (G)", 2D) = "white" {}
|
||||
_Roughness ("Roughness", Range(0,1)) = 1
|
||||
_Metallic ("Metallic", Range(0,1)) = 1
|
||||
[Normal] _BumpMap ("Normal", 2D) = "bump" {}
|
||||
_BumpScale("NormalScale", Float) = 1.0
|
||||
_OcclusionMap ("Occlusion (R)", 2D) = "white" {}
|
||||
_EmissionMap ("Emission", 2D) = "black" {}
|
||||
_EmissionColor ("Emission Color", Color) = (0,0,0,0)
|
||||
_AlphaCutoff ("Alpha Cutoff", Range(0,1)) = 0
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _MetallicGlossMap;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _OcclusionMap;
|
||||
sampler2D _EmissionMap;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float2 uv_BumpMap;
|
||||
float2 uv_MetallicGlossMap;
|
||||
float2 uv_OcclusionMap;
|
||||
float2 uv_EmissionMap;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
half _Roughness;
|
||||
half _Metallic;
|
||||
half _AlphaCutoff;
|
||||
half _BumpScale;
|
||||
fixed4 _Color;
|
||||
fixed4 _EmissionColor;
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb * IN.color;
|
||||
clip(c.a - _AlphaCutoff);
|
||||
// Metallic comes from blue channel tinted by slider variables
|
||||
fixed4 m = tex2D (_MetallicGlossMap, IN.uv_MetallicGlossMap);
|
||||
o.Metallic = m.b * _Metallic;
|
||||
// Smoothness comes from blue channel tinted by slider variables
|
||||
o.Smoothness = 1 - (m.g * _Roughness);
|
||||
// Normal comes from a bump map
|
||||
o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
|
||||
// Ambient Occlusion comes from red channel
|
||||
o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
|
||||
// Emission comes from a texture tinted by color
|
||||
o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 057d08f5d01be134593d0fe0e40c1759
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,71 @@
|
||||
Shader "GLTFUtility/Standard Transparent (Specular)" {
|
||||
Properties {
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_SpecGlossMap ("Specular Map", 2D) = "white" {}
|
||||
_SpecColor ("Specular Color", Color) = (1,1,1,1)
|
||||
_GlossyReflections ("Glossiness", Range(0,1)) = 1
|
||||
[Normal] _BumpMap ("Normal", 2D) = "bump" {}
|
||||
_BumpScale("NormalScale", Float) = 1.0
|
||||
_OcclusionMap ("Occlusion", 2D) = "white" {}
|
||||
_EmissionMap ("Emission", 2D) = "black" {}
|
||||
_EmissionColor ("Emission Color", Color) = (0,0,0,0)
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based StandardSpecular lighting model, and enable shadows on all light types
|
||||
#pragma surface surf StandardSpecular fullforwardshadows alpha:fade
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _SpecGlossMap;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _OcclusionMap;
|
||||
sampler2D _EmissionMap;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float2 uv_BumpMap;
|
||||
float2 uv_SpecGlossMap;
|
||||
float2 uv_OcclusionMap;
|
||||
float2 uv_EmissionMap;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
half _GlossyReflections;
|
||||
half _BumpScale;
|
||||
fixed4 _Color;
|
||||
fixed4 _EmissionColor;
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb * IN.color;
|
||||
o.Alpha = c.a;
|
||||
// Specular / roughness
|
||||
fixed4 s = tex2D (_SpecGlossMap, IN.uv_SpecGlossMap);
|
||||
o.Specular = s.rgb * _SpecColor;
|
||||
o.Smoothness = s.a * _GlossyReflections;
|
||||
// Normal comes from a bump map
|
||||
o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
|
||||
// Ambient Occlusion comes from red channel
|
||||
o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
|
||||
// Emission comes from a texture tinted by color
|
||||
o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 475158e3052e5c4488fa32f8df9d7be7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,73 @@
|
||||
Shader "GLTFUtility/Standard (Specular)" {
|
||||
Properties {
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_SpecGlossMap ("Specular Map", 2D) = "white" {}
|
||||
_SpecColor ("Specular Color", Color) = (1,1,1,1)
|
||||
_GlossyReflections ("Glossiness", Range(0,1)) = 1
|
||||
[Normal] _BumpMap ("Normal", 2D) = "bump" {}
|
||||
_BumpScale("NormalScale", Float) = 1.0
|
||||
_OcclusionMap ("Occlusion", 2D) = "white" {}
|
||||
_EmissionMap ("Emission", 2D) = "black" {}
|
||||
_EmissionColor ("Emission Color", Color) = (0,0,0,0)
|
||||
_AlphaCutoff ("Alpha Cutoff", Range(0,1)) = 0
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based StandardSpecular lighting model, and enable shadows on all light types
|
||||
#pragma surface surf StandardSpecular fullforwardshadows
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _SpecGlossMap;
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _OcclusionMap;
|
||||
sampler2D _EmissionMap;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float2 uv_BumpMap;
|
||||
float2 uv_SpecGlossMap;
|
||||
float2 uv_OcclusionMap;
|
||||
float2 uv_EmissionMap;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
half _GlossyReflections;
|
||||
half _AlphaCutoff;
|
||||
half _BumpScale;
|
||||
fixed4 _Color;
|
||||
fixed4 _EmissionColor;
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb * IN.color;
|
||||
clip(c.a - _AlphaCutoff);
|
||||
// Specular / roughness
|
||||
fixed4 s = tex2D (_SpecGlossMap, IN.uv_SpecGlossMap);
|
||||
o.Specular = s.rgb * _SpecColor;
|
||||
o.Smoothness = s.a * _GlossyReflections;
|
||||
// Normal comes from a bump map
|
||||
o.Normal = UnpackScaleNormal (tex2D (_BumpMap, IN.uv_BumpMap), _BumpScale);
|
||||
// Ambient Occlusion comes from red channel
|
||||
o.Occlusion = tex2D (_OcclusionMap, IN.uv_OcclusionMap).r;
|
||||
// Emission comes from a texture tinted by color
|
||||
o.Emission = tex2D (_EmissionMap, IN.uv_EmissionMap) * _EmissionColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d28fc76bfd3057e4c8f1c6f0b91590c8
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/GLTFUtility-master/Materials/URP.meta
Normal file
8
Assets/GLTFUtility-master/Materials/URP.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dea3ffaa18a0d8b479eadad139464d2d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a08f3a1c845d57c4293a42c3202574a1
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6061ad897a8bd843b501d409aff8a22
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb6606ffd3868dd46a773758ff6901fc
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 09512c1ba26fe804283ec6e09112e53c
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
Reference in New Issue
Block a user