added animation package and made small changes

This commit is contained in:
Lorenzo
2022-12-06 17:46:58 +01:00
parent 564ec183d7
commit 3f3323449f
3440 changed files with 12815908 additions and 344 deletions

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Shader /*ase_name*/ "Particles Alpha Blended + TEXCOORD1" /*end*/
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
/*ase_props*/
}
Category
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" /*ase_tags*/ }
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
/*ase_pass*/
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
/*ase_pragma*/
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0;uv1=tc1;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
UNITY_FOG_COORDS(2)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD3;
#endif
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(3,7):sp=sp.xyzw;uv0=tc0;uv1=tc1;c=c*/
};
uniform sampler2D _MainTex;
uniform fixed4 _TintColor;
uniform float4 _MainTex_ST;
uniform sampler2D_float _CameraDepthTexture;
uniform float _InvFade;
/*ase_globals*/
v2f vert ( appdata_t v /*ase_vert_input*/ )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=appdata_t;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord0.xy = TRANSFORM_TEX(v.texcoord0,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
{
#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
/*ase_frag_code:i=v2f*/
fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord0.xy)/*end*/;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CustomEditor "ASEMaterialInspector"
}

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Shader /*ase_name*/ "Particles Alpha Blended Textureless" /*end*/
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
/*ase_props*/
}
Category
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" /*ase_tags*/ }
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
/*ase_pass*/
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
/*ase_pragma*/
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0;uv1=tc1;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(3,7):sp=sp.xyzw;uv0=tc0;uv1=tc1;c=c*/
};
uniform fixed4 _TintColor;
uniform sampler2D_float _CameraDepthTexture;
uniform float _InvFade;
/*ase_globals*/
v2f vert ( appdata_t v /*ase_vert_input*/ )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=appdata_t;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color * _TintColor;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
{
#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
/*ase_frag_code:i=v2f*/
fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color/*end*/;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CustomEditor "ASEMaterialInspector"
}

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Shader /*ase_name*/ "Particles Anim Alpha Blended + MV Tex" /*end*/
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_MotionVectorTex ("Motion Vector Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
/*ase_props*/
}
Category
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" /*ase_tags*/ }
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
/*ase_pass*/
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
/*ase_pragma*/
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
float2 texcoord2 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0;uv1=tc1;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
float2 texcoord2 : TEXCOORD1;
UNITY_FOG_COORDS(2)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD4;
#endif
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(3,7):sp=sp.xyzw;uv0=tc0;uv1=tc1;c=c*/
};
uniform sampler2D _MainTex;
uniform sampler2D _MotionVectorTex;
uniform fixed4 _TintColor;
uniform float4 _MainTex_ST;
uniform sampler2D_float _CameraDepthTexture;
uniform float _InvFade;
/*ase_globals*/
v2f vert ( appdata_t v /*ase_vert_input*/ )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=appdata_t;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color * _TintColor;
o.texcoord.xy = TRANSFORM_TEX(v.texcoord.xy,_MainTex);
o.texcoord.zw = TRANSFORM_TEX(v.texcoord.zw,_MainTex);
o.texcoord2.x = v.texcoord2.x;
o.texcoord2.y = v.texcoord2.y;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
{
#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
/*ase_frag_code:i=v2f*/
fixed4 colA = tex2D(_MainTex, i.texcoord.xy);
fixed4 colB = tex2D(_MainTex, i.texcoord.zw);
float blend = i.texcoord2.x;
fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color * lerp(colA, colB, blend)/*end*/;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CustomEditor "ASEMaterialInspector"
}

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