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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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%YAML 1.1 | ||
%TAG !u! tag:unity3d.com,2011: | ||
--- !u!21 &2100000 | ||
Material: | ||
serializedVersion: 8 | ||
m_ObjectHideFlags: 0 | ||
m_CorrespondingSourceObject: {fileID: 0} | ||
m_PrefabInstance: {fileID: 0} | ||
m_PrefabAsset: {fileID: 0} | ||
m_Name: Scenario_Projector Global | ||
m_Shader: {fileID: 4800000, guid: f658d0c4a8aac0543814f6a7b7704767, type: 3} | ||
m_Parent: {fileID: 0} | ||
m_ModifiedSerializedProperties: 0 | ||
m_ValidKeywords: | ||
- UV2 | ||
m_InvalidKeywords: [] | ||
m_LightmapFlags: 4 | ||
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m_CustomRenderQueue: -1 | ||
stringTagMap: {} | ||
disabledShaderPasses: [] | ||
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m_BuildTextureStacks: [] |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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Shader "Scenario/Unlit/Scenario 2UV" | ||
{ | ||
Properties | ||
{ | ||
_MainTex ("Texture", 2D) = "white" {} | ||
} | ||
SubShader | ||
{ | ||
Tags { "RenderType"="Opaque" } | ||
|
||
Pass | ||
{ | ||
CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
|
||
#include "UnityCG.cginc" | ||
|
||
struct appdata | ||
{ | ||
float4 vertex : POSITION; | ||
float2 uv : TEXCOORD0; | ||
float2 uv2 : TEXCOORD2; | ||
}; | ||
|
||
struct v2f | ||
{ | ||
float2 uv : TEXCOORD0; | ||
float2 uv2 : TEXCOORD1; | ||
float4 vertex : SV_POSITION; | ||
}; | ||
|
||
sampler2D _MainTex; | ||
float4 _MainTex_ST; | ||
|
||
v2f vert (appdata v) | ||
{ | ||
v2f o; | ||
o.uv2 = v.uv2; | ||
|
||
o.vertex = UnityObjectToClipPos(v.vertex); | ||
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | ||
return o; | ||
} | ||
|
||
fixed4 frag (v2f i) : SV_Target | ||
{ | ||
float4 finalColor; | ||
// Sample UV2 coordinate to determine face | ||
float2 uv2Coord = i.uv2; | ||
|
||
// sample the texture | ||
finalColor = tex2D(_MainTex, i.uv2); | ||
return finalColor; | ||
} | ||
ENDCG | ||
} | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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Shader "Scenario/Projected Debug" | ||
{ | ||
Properties | ||
{ | ||
_MainTexFront ("Front Texture", 2D) = "white" {} | ||
_MainTexBack ("Back Texture", 2D) = "white" {} | ||
_MainTexLeft ("Left Texture", 2D) = "white" {} | ||
_MainTexRight ("Right Texture", 2D) = "white" {} | ||
_MainTexTop ("Top Texture", 2D) = "white" {} | ||
_MainTexBottom ("Bottom Texture", 2D) = "white" {} | ||
_MainTexOther ("Other Texture", 2D) = "white" {} | ||
} | ||
|
||
SubShader | ||
{ | ||
Tags { "RenderType"="Opaque" } | ||
|
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Pass | ||
{ | ||
CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
#include "UnityCG.cginc" | ||
|
||
struct MeshData | ||
{ | ||
float4 vertex : POSITION; | ||
float3 normal : NORMAL; | ||
float2 uv: TEXCOORD0; | ||
float2 uv2 : TEXCOORD2; | ||
}; | ||
|
||
struct v2f | ||
{ | ||
float2 uv2 : TEXCOORD11; | ||
float2 uv_MainTexFront : TEXCOORD0; | ||
float2 uv_MainTexBack : TEXCOORD1; | ||
float2 uv_MainTexLeft : TEXCOORD2; | ||
float2 uv_MainTexRight : TEXCOORD3; | ||
float2 uv_MainTexTop : TEXCOORD4; | ||
float2 uv_MainTexBottom : TEXCOORD5; | ||
float2 uv_MainTexOther : TEXCOORD6; | ||
float4 vertex : SV_POSITION; | ||
float3 normal : NORMAL; | ||
}; | ||
|
||
sampler2D _MainTexFront; | ||
float4 _MainTexFront_ST; | ||
|
||
sampler2D _MainTexBack; | ||
float4 _MainTexBack_ST; | ||
|
||
sampler2D _MainTexLeft; | ||
float4 _MainTexLeft_ST; | ||
|
||
sampler2D _MainTexRight; | ||
float4 _MainTexRight_ST; | ||
|
||
sampler2D _MainTexTop; | ||
float4 _MainTexTop_ST; | ||
|
||
sampler2D _MainTexBottom; | ||
float4 _MainTexBottom_ST; | ||
|
||
sampler2D _MainTexOther; | ||
float4 _MainTexOther_ST; | ||
|
||
v2f vert(MeshData v) | ||
{ | ||
v2f o; | ||
o.vertex = UnityObjectToClipPos(v.vertex); | ||
o.normal = v.normal; | ||
o.uv2 = v.uv2; | ||
|
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o.uv_MainTexFront = TRANSFORM_TEX(v.uv, _MainTexFront); | ||
o.uv_MainTexBack = TRANSFORM_TEX(v.uv, _MainTexBack); | ||
o.uv_MainTexLeft = TRANSFORM_TEX(v.uv, _MainTexLeft); | ||
o.uv_MainTexRight = TRANSFORM_TEX(v.uv, _MainTexRight); | ||
o.uv_MainTexTop = TRANSFORM_TEX(v.uv, _MainTexTop); | ||
o.uv_MainTexBottom = TRANSFORM_TEX(v.uv, _MainTexBottom); | ||
o.uv_MainTexOther = TRANSFORM_TEX(v.uv, _MainTexOther); | ||
return o; | ||
} | ||
|
||
fixed4 frag(v2f i) : SV_Target | ||
{ | ||
fixed4 finalColor; | ||
|
||
// Sample UV2 coordinate to determine face | ||
float2 uv2Coord = i.uv2; | ||
|
||
fixed4 front = tex2D(_MainTexFront, i.uv_MainTexFront); | ||
fixed4 back = tex2D(_MainTexBack, i.uv_MainTexBack); | ||
fixed4 left = tex2D(_MainTexLeft, i.uv_MainTexLeft); | ||
fixed4 right = tex2D(_MainTexRight, i.uv_MainTexRight); | ||
fixed4 top = tex2D(_MainTexTop, i.uv_MainTexTop); | ||
fixed4 bottom = tex2D(_MainTexBottom, i.uv_MainTexBottom); | ||
fixed4 other = tex2D(_MainTexOther, i.uv_MainTexOther); | ||
|
||
// Determine which face the fragment belongs to based on UV2 coordinate | ||
if (uv2Coord.x < 0.333 && uv2Coord.y < 0.333) | ||
finalColor = top; | ||
else if (uv2Coord.x < 0.666 && uv2Coord.y < 0.333) | ||
finalColor = front; | ||
else if (uv2Coord.x < 1.0 && uv2Coord.y < 0.333) | ||
finalColor = left; | ||
else if (uv2Coord.x < 0.333 && uv2Coord.y < 0.666) | ||
finalColor = bottom; | ||
else if (uv2Coord.x < 0.666 && uv2Coord.y < 0.666) | ||
finalColor = back; | ||
else if (uv2Coord.x < 1.0 && uv2Coord.y < 0.666) | ||
finalColor = right; | ||
/*else if (uv2Coord.x < 0.333 && uv2Coord.y < 1.0) | ||
finalColor = float4(1, 0, 1, 0); | ||
else if (uv2Coord.x < 0.666 && uv2Coord.y < 1.0) | ||
finalColor = float4(1, 1, 1, 0);*/ | ||
else | ||
finalColor = other; | ||
|
||
return finalColor; | ||
} | ||
ENDCG | ||
} | ||
} | ||
FallBack "Diffuse" | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.