This commit is contained in:
corn
2026-06-07 22:59:32 +08:00
commit a62ff7379b
7171 changed files with 10015624 additions and 0 deletions

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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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Shader "TrailsFX/Effect/Clone" {
Properties {
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_Color ("Color", Color) = (1,1,1,1)
_CutOff("Cut Off", Float) = 0.5
_Cull ("Cull", Int) = 2
}
SubShader
{
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Pass
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Stencil {
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Blend SrcAlpha OneMinusSrcAlpha
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Cull [_Cull]
CGPROGRAM
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#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#pragma multi_compile _ TRAIL_ALPHACLIP
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _CutOff;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#define _Colors_arr Props
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
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UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
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inline fixed getLuma(fixed3 rgb) {
const fixed3 lum = float3(0.299, 0.587, 0.114);
return dot(rgb, lum);
}
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{
UNITY_SETUP_INSTANCE_ID(i);
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clip(getLuma(col.rgb) - _CutOff);
#endif
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return col;
}
ENDCG
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}
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struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#define _Colors_arr Props
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
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Shader "TrailsFX/Effect/Distort" {
Properties {
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_Color ("Color", Color) = (1,1,1,1)
_Cull ("Cull", Int) = 2
_AdditiveTint ("Additive Tint", Color) = (0,0,0.1)
}
SubShader
{
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Pass
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Stencil {
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CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float4 grabPos : TEXCOORD1;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#define _Colors_arr Props
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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return o;
}
sampler2D _CameraOpaqueTexture;
fixed4 _AdditiveTint;
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 col = tex2Dproj(_CameraOpaqueTexture, i.grabPos);
col.rgb += _AdditiveTint;
col.a *= i.color.a;
return col;
}
ENDCG
}
}
SubShader
{
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
GrabPass {
"_BackgroundTexture"
}
Pass
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Stencil {
Ref 2
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Comp NotEqual
Pass replace
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Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float4 grabPos : TEXCOORD1;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#define _Colors_arr Props
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.grabPos = ComputeGrabScreenPos(o.pos);
o.color = UNITY_ACCESS_INSTANCED_PROP(_Colors_arr, _Colors);
o.grabPos.xy += (0.5.xx - o.color.rg) * o.color.a / o.grabPos.w;
return o;
}
sampler2D _BackgroundTexture;
fixed4 _AdditiveTint;
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 col = tex2Dproj(_BackgroundTexture, i.grabPos);
col.rgb += _AdditiveTint;
col.a *= i.color.a;
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ENDCG
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Shader "TrailsFX/Effect/Laser" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_LaserData("Laser Data", Vector) = (0.1, 20, 0.1)
_Cull ("Cull", Int) = 2
}
SubShader
{
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Pass
{
Stencil {
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Pass replace
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Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#include "UnityCG.cginc"
#pragma target 3.5
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float3 vertex : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#define _Colors_arr Props
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v, uint vid : SV_VertexID)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.vertex = v.vertex;
return o;
}
float3 _LaserData;
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 col = UNITY_ACCESS_INSTANCED_PROP(_Colors_arr, _Colors);
float seq = (abs(i.vertex.y) + _LaserData.x * 0.5) % _LaserData.x;
seq = 1.0 - saturate(abs(seq - _LaserData.x * 0.5) * _LaserData.y);
seq *= (col.a % _LaserData.z)> (_LaserData.z * 0.5);
col *= seq;
return col;
}
ENDCG
}
}
}

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Shader "TrailsFX/Effect/Outline" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_NormalThreshold("Normal Threshold", Float) = 0.1
_Cull ("Cull", Int) = 2
}
SubShader
{
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
Pass
{
Stencil {
Ref 2
ReadMask 2
Comp NotEqual
Pass replace
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 norm : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float3 wsNorm : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#define _Colors_arr Props
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.wsNorm = UnityObjectToWorldNormal(v.norm);
return o;
}
float _NormalThreshold;
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 col = UNITY_ACCESS_INSTANCED_PROP(_Colors_arr, _Colors);
fixed dx = saturate(dot(fwidth(i.wsNorm), 1.0.xxx) / _NormalThreshold);
col *= dx;
return col;
}
ENDCG
}
}
}

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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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Shader "TrailsFX/Effect/TextureStamp" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color1", Color) = (1,1,1,1)
_CutOff("Cut Off", Float) = 0.5
_Cull ("Cull", Int) = 2
}
SubShader
{
Tags { "Queue"="Transparent+101" "RenderType"="Transparent" }
Pass
{
Stencil {
Ref 2
ReadMask 2
Comp NotEqual
Pass replace
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Offset -1, -1
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing assumeuniformscaling nolightprobe nolodfade nolightmap
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed _CutOff;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Colors)
#define _Colors_arr Props
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _CutOff);
col *= UNITY_ACCESS_INSTANCED_PROP(_Colors_arr, _Colors);
return col;
}
ENDCG
}
}
}

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Shader "TrailsFX/Mask" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1) // not used; dummy property to avoid inspector warning "material has no _Color property"
_CutOff("Cut Off", Float) = 0.5
_Cull ("Cull", Int) = 2
}
SubShader
{
Tags { "Queue"="Transparent+100" "RenderType"="Transparent" }
// Create mask
Pass
{
Stencil {
Ref 2
WriteMask 2
Comp always
Pass replace
}
ColorMask 0
ZTest Always
ZWrite Off
Cull [_Cull]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed _CutOff;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
#if TRAIL_ALPHACLIP
clip(col.a - _CutOff);
#endif
return 0;
}
ENDCG
}
}
}

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