From 455a247e893047f07e07d2cfbf77a847b3468cbd Mon Sep 17 00:00:00 2001 From: Priscillalala <95263024+Priscillalala@users.noreply.github.com> Date: Fri, 13 Sep 2024 09:47:33 -0600 Subject: [PATCH 1/2] prepare for dif --- .../FormerResources}/UnderWaterFog.shader | 0 .../CalmWater - DX11 - DoubleSided.shader | 0 .../Shaders}/CalmWater - DX11.shader | 0 .../Shaders}/CalmWater - DoubleSided.shader | 0 .../Shaders}/CalmWater - SingleSided.shader | 0 .../Shaders}/ProjectorCaustics.shader | 0 .../DecaliciousGameObjectID.shader | 0 .../DecaliciousDeferredDecal.shader | 0 .../{ => Shader}/DecaliciousUnlitDecal.shader | 0 .../FormerResources}/EfficientBlur.shader | 0 .../FormerResources}/FillCrop.shader | 0 .../FormerResources}/TranslucentImage.shader | 0 .../NGSS/Shaders}/NGSS_ContactShadows.shader | 0 .../NGSS/Shaders}/NGSS_Directional.shader | 0 .../NGSS/Shaders}/NGSS_FrustumShadows.shader | 0 .../Core/CameraEffects}/HGScreenDamage.shader | 0 .../skymeadow/Shaders}/Fill-Linear.shader | 0 .../CustomPostProcess/HopooSSR.shader | 0 .../Shaders}/CustomPostProcess/RampFog.shader | 0 .../CustomPostProcess/SobelOutline.shader | 0 .../CustomPostProcess/SobelRain.shader | 0 .../Shaders}/Deferred/HGSnowTopped.shader | 0 .../Shaders}/Deferred/HGStandard.shader | 0 .../Deferred/HGStandardWithDistortion.shader | 0 .../Deferred/HGTriplanarTerrainBlend.shader | 0 .../Shaders}/Deferred/HGWavyCloth.shader | 0 .../Environment/HGDistantWater.shader | 0 .../Shaders}/Environment/HGGrass.shader | 0 .../Shaders}/Environment/HGWaterfall.shader | 0 .../{ => Base/Shaders}/FX/HGCloudRemap.shader | 0 .../Shaders}/FX/HGDamageNumber.shader | 0 .../{ => Base/Shaders}/FX/HGDistortion.shader | 0 .../Shaders}/FX/HGForwardPlanet.shader | 0 .../FX/HGIntersectionCloudRemap.shader | 0 .../Shaders}/FX/HGOpaqueCloudRemap.shader | 0 .../Shaders}/FX/HGSolidParallax.shader | 0 .../{ => Base/Shaders}/FX/HGVertexOnly.shader | 0 RoR2/{ => Base/Shaders}/MobileBlur.shader | 0 .../PostProcess/HGOutlineHighlight.shader | 0 .../Shaders}/PostProcess/HGScopeShader.shader | 0 .../Shaders}/PostProcess/HGSobelBuffer.shader | 0 .../Shaders}/PostProcess/HGVisionLimit.shader | 0 .../Shaders}/UI/HGUIAnimateAlpha.shader | 0 .../{ => Base/Shaders}/UI/HGUIBarRemap.shader | 0 RoR2/{ => Base/Shaders}/UI/HGUIBlur.shader | 0 .../Shaders}/UI/HGUICustomBlend.shader | 0 RoR2/{ => Base/Shaders}/UI/HGUIIgnoreZ.shader | 0 .../Shaders}/UI/HGUIOverbrighten.shader | 0 TextMeshPro/Distance Field.shader | 73 ------------------- 49 files changed, 73 deletions(-) rename {CalmWater => Calm Water/Scripts/ImageEffect/FormerResources}/UnderWaterFog.shader (100%) rename {CalmWater => Calm Water/Shaders}/CalmWater - DX11 - DoubleSided.shader (100%) rename {CalmWater => Calm Water/Shaders}/CalmWater - DX11.shader (100%) rename {CalmWater => Calm Water/Shaders}/CalmWater - DoubleSided.shader (100%) rename {CalmWater => Calm Water/Shaders}/CalmWater - SingleSided.shader (100%) rename {CalmWater => Calm Water/Shaders}/ProjectorCaustics.shader (100%) rename Decalicious/{ => FormerResources}/DecaliciousGameObjectID.shader (100%) rename Decalicious/{ => Shader}/DecaliciousDeferredDecal.shader (100%) rename Decalicious/{ => Shader}/DecaliciousUnlitDecal.shader (100%) rename {LeTai'sAsset => Le Tai's Asset/TranslucentImage/FormerResources}/EfficientBlur.shader (100%) rename {LeTai'sAsset => Le Tai's Asset/TranslucentImage/FormerResources}/FillCrop.shader (100%) rename {LeTai'sAsset => Le Tai's Asset/TranslucentImage/FormerResources}/TranslucentImage.shader (100%) rename {PsychoseNGGS => Psychose Interactive/NGSS/Shaders}/NGSS_ContactShadows.shader (100%) rename {PsychoseNGGS => Psychose Interactive/NGSS/Shaders}/NGSS_Directional.shader (100%) rename {PsychoseNGGS => Psychose Interactive/NGSS/Shaders}/NGSS_FrustumShadows.shader (100%) rename RoR2/{PostProcess => Base/Core/CameraEffects}/HGScreenDamage.shader (100%) rename RoR2/{skymeadow => Base/Scenes/skymeadow/Shaders}/Fill-Linear.shader (100%) rename RoR2/{ => Base/Shaders}/CustomPostProcess/HopooSSR.shader (100%) rename RoR2/{ => Base/Shaders}/CustomPostProcess/RampFog.shader (100%) rename RoR2/{ => Base/Shaders}/CustomPostProcess/SobelOutline.shader (100%) rename RoR2/{ => Base/Shaders}/CustomPostProcess/SobelRain.shader (100%) rename RoR2/{ => Base/Shaders}/Deferred/HGSnowTopped.shader (100%) rename RoR2/{ => Base/Shaders}/Deferred/HGStandard.shader (100%) rename RoR2/{ => Base/Shaders}/Deferred/HGStandardWithDistortion.shader (100%) rename RoR2/{ => Base/Shaders}/Deferred/HGTriplanarTerrainBlend.shader (100%) rename RoR2/{ => Base/Shaders}/Deferred/HGWavyCloth.shader (100%) rename RoR2/{ => Base/Shaders}/Environment/HGDistantWater.shader (100%) rename RoR2/{ => Base/Shaders}/Environment/HGGrass.shader (100%) rename RoR2/{ => Base/Shaders}/Environment/HGWaterfall.shader (100%) rename RoR2/{ => Base/Shaders}/FX/HGCloudRemap.shader (100%) rename RoR2/{ => Base/Shaders}/FX/HGDamageNumber.shader (100%) rename RoR2/{ => Base/Shaders}/FX/HGDistortion.shader (100%) rename RoR2/{ => Base/Shaders}/FX/HGForwardPlanet.shader (100%) rename RoR2/{ => Base/Shaders}/FX/HGIntersectionCloudRemap.shader (100%) rename RoR2/{ => Base/Shaders}/FX/HGOpaqueCloudRemap.shader (100%) rename RoR2/{ => Base/Shaders}/FX/HGSolidParallax.shader (100%) rename RoR2/{ => Base/Shaders}/FX/HGVertexOnly.shader (100%) rename RoR2/{ => Base/Shaders}/MobileBlur.shader (100%) rename RoR2/{ => Base/Shaders}/PostProcess/HGOutlineHighlight.shader (100%) rename RoR2/{ => Base/Shaders}/PostProcess/HGScopeShader.shader (100%) rename RoR2/{ => Base/Shaders}/PostProcess/HGSobelBuffer.shader (100%) rename RoR2/{ => Base/Shaders}/PostProcess/HGVisionLimit.shader (100%) rename RoR2/{ => Base/Shaders}/UI/HGUIAnimateAlpha.shader (100%) rename RoR2/{ => Base/Shaders}/UI/HGUIBarRemap.shader (100%) rename RoR2/{ => Base/Shaders}/UI/HGUIBlur.shader (100%) rename RoR2/{ => Base/Shaders}/UI/HGUICustomBlend.shader (100%) rename RoR2/{ => Base/Shaders}/UI/HGUIIgnoreZ.shader (100%) rename RoR2/{ => Base/Shaders}/UI/HGUIOverbrighten.shader (100%) delete mode 100644 TextMeshPro/Distance Field.shader diff --git a/CalmWater/UnderWaterFog.shader b/Calm Water/Scripts/ImageEffect/FormerResources/UnderWaterFog.shader similarity index 100% rename from CalmWater/UnderWaterFog.shader rename to Calm Water/Scripts/ImageEffect/FormerResources/UnderWaterFog.shader diff --git a/CalmWater/CalmWater - DX11 - DoubleSided.shader b/Calm Water/Shaders/CalmWater - DX11 - DoubleSided.shader similarity index 100% rename from CalmWater/CalmWater - DX11 - DoubleSided.shader rename to Calm Water/Shaders/CalmWater - DX11 - DoubleSided.shader diff --git a/CalmWater/CalmWater - DX11.shader b/Calm Water/Shaders/CalmWater - DX11.shader similarity index 100% rename from CalmWater/CalmWater - DX11.shader rename to Calm Water/Shaders/CalmWater - DX11.shader diff --git a/CalmWater/CalmWater - DoubleSided.shader b/Calm Water/Shaders/CalmWater - DoubleSided.shader similarity index 100% rename from CalmWater/CalmWater - DoubleSided.shader rename to Calm Water/Shaders/CalmWater - DoubleSided.shader diff --git a/CalmWater/CalmWater - SingleSided.shader b/Calm Water/Shaders/CalmWater - SingleSided.shader similarity index 100% rename from CalmWater/CalmWater - SingleSided.shader rename to Calm Water/Shaders/CalmWater - SingleSided.shader diff --git a/CalmWater/ProjectorCaustics.shader b/Calm Water/Shaders/ProjectorCaustics.shader similarity index 100% rename from CalmWater/ProjectorCaustics.shader rename to Calm Water/Shaders/ProjectorCaustics.shader diff --git a/Decalicious/DecaliciousGameObjectID.shader b/Decalicious/FormerResources/DecaliciousGameObjectID.shader similarity index 100% rename from Decalicious/DecaliciousGameObjectID.shader rename to Decalicious/FormerResources/DecaliciousGameObjectID.shader diff --git a/Decalicious/DecaliciousDeferredDecal.shader b/Decalicious/Shader/DecaliciousDeferredDecal.shader similarity index 100% rename from Decalicious/DecaliciousDeferredDecal.shader rename to Decalicious/Shader/DecaliciousDeferredDecal.shader diff --git a/Decalicious/DecaliciousUnlitDecal.shader b/Decalicious/Shader/DecaliciousUnlitDecal.shader similarity index 100% rename from Decalicious/DecaliciousUnlitDecal.shader rename to Decalicious/Shader/DecaliciousUnlitDecal.shader diff --git a/LeTai'sAsset/EfficientBlur.shader b/Le Tai's Asset/TranslucentImage/FormerResources/EfficientBlur.shader similarity index 100% rename from LeTai'sAsset/EfficientBlur.shader rename to Le Tai's Asset/TranslucentImage/FormerResources/EfficientBlur.shader diff --git a/LeTai'sAsset/FillCrop.shader b/Le Tai's Asset/TranslucentImage/FormerResources/FillCrop.shader similarity index 100% rename from LeTai'sAsset/FillCrop.shader rename to Le Tai's Asset/TranslucentImage/FormerResources/FillCrop.shader diff --git a/LeTai'sAsset/TranslucentImage.shader b/Le Tai's Asset/TranslucentImage/FormerResources/TranslucentImage.shader similarity index 100% rename from LeTai'sAsset/TranslucentImage.shader rename to Le Tai's Asset/TranslucentImage/FormerResources/TranslucentImage.shader diff --git a/PsychoseNGGS/NGSS_ContactShadows.shader b/Psychose Interactive/NGSS/Shaders/NGSS_ContactShadows.shader similarity index 100% rename from PsychoseNGGS/NGSS_ContactShadows.shader rename to Psychose Interactive/NGSS/Shaders/NGSS_ContactShadows.shader diff --git a/PsychoseNGGS/NGSS_Directional.shader b/Psychose Interactive/NGSS/Shaders/NGSS_Directional.shader similarity index 100% rename from PsychoseNGGS/NGSS_Directional.shader rename to Psychose Interactive/NGSS/Shaders/NGSS_Directional.shader diff --git a/PsychoseNGGS/NGSS_FrustumShadows.shader b/Psychose Interactive/NGSS/Shaders/NGSS_FrustumShadows.shader similarity index 100% rename from PsychoseNGGS/NGSS_FrustumShadows.shader rename to Psychose Interactive/NGSS/Shaders/NGSS_FrustumShadows.shader diff --git a/RoR2/PostProcess/HGScreenDamage.shader b/RoR2/Base/Core/CameraEffects/HGScreenDamage.shader similarity index 100% rename from RoR2/PostProcess/HGScreenDamage.shader rename to RoR2/Base/Core/CameraEffects/HGScreenDamage.shader diff --git a/RoR2/skymeadow/Fill-Linear.shader b/RoR2/Base/Scenes/skymeadow/Shaders/Fill-Linear.shader similarity index 100% rename from RoR2/skymeadow/Fill-Linear.shader rename to RoR2/Base/Scenes/skymeadow/Shaders/Fill-Linear.shader diff --git a/RoR2/CustomPostProcess/HopooSSR.shader b/RoR2/Base/Shaders/CustomPostProcess/HopooSSR.shader similarity index 100% rename from RoR2/CustomPostProcess/HopooSSR.shader rename to RoR2/Base/Shaders/CustomPostProcess/HopooSSR.shader diff --git a/RoR2/CustomPostProcess/RampFog.shader b/RoR2/Base/Shaders/CustomPostProcess/RampFog.shader similarity index 100% rename from RoR2/CustomPostProcess/RampFog.shader rename to RoR2/Base/Shaders/CustomPostProcess/RampFog.shader diff --git a/RoR2/CustomPostProcess/SobelOutline.shader b/RoR2/Base/Shaders/CustomPostProcess/SobelOutline.shader similarity index 100% rename from RoR2/CustomPostProcess/SobelOutline.shader rename to RoR2/Base/Shaders/CustomPostProcess/SobelOutline.shader diff --git a/RoR2/CustomPostProcess/SobelRain.shader b/RoR2/Base/Shaders/CustomPostProcess/SobelRain.shader similarity index 100% rename from RoR2/CustomPostProcess/SobelRain.shader rename to RoR2/Base/Shaders/CustomPostProcess/SobelRain.shader diff --git a/RoR2/Deferred/HGSnowTopped.shader b/RoR2/Base/Shaders/Deferred/HGSnowTopped.shader similarity index 100% rename from RoR2/Deferred/HGSnowTopped.shader rename to RoR2/Base/Shaders/Deferred/HGSnowTopped.shader diff --git a/RoR2/Deferred/HGStandard.shader b/RoR2/Base/Shaders/Deferred/HGStandard.shader similarity index 100% rename from RoR2/Deferred/HGStandard.shader rename to RoR2/Base/Shaders/Deferred/HGStandard.shader diff --git a/RoR2/Deferred/HGStandardWithDistortion.shader b/RoR2/Base/Shaders/Deferred/HGStandardWithDistortion.shader similarity index 100% rename from RoR2/Deferred/HGStandardWithDistortion.shader rename to RoR2/Base/Shaders/Deferred/HGStandardWithDistortion.shader diff --git a/RoR2/Deferred/HGTriplanarTerrainBlend.shader b/RoR2/Base/Shaders/Deferred/HGTriplanarTerrainBlend.shader similarity index 100% rename from RoR2/Deferred/HGTriplanarTerrainBlend.shader rename to RoR2/Base/Shaders/Deferred/HGTriplanarTerrainBlend.shader diff --git a/RoR2/Deferred/HGWavyCloth.shader b/RoR2/Base/Shaders/Deferred/HGWavyCloth.shader similarity index 100% rename from RoR2/Deferred/HGWavyCloth.shader rename to RoR2/Base/Shaders/Deferred/HGWavyCloth.shader diff --git a/RoR2/Environment/HGDistantWater.shader b/RoR2/Base/Shaders/Environment/HGDistantWater.shader similarity index 100% rename from RoR2/Environment/HGDistantWater.shader rename to RoR2/Base/Shaders/Environment/HGDistantWater.shader diff --git a/RoR2/Environment/HGGrass.shader b/RoR2/Base/Shaders/Environment/HGGrass.shader similarity index 100% rename from RoR2/Environment/HGGrass.shader rename to RoR2/Base/Shaders/Environment/HGGrass.shader diff --git a/RoR2/Environment/HGWaterfall.shader b/RoR2/Base/Shaders/Environment/HGWaterfall.shader similarity index 100% rename from RoR2/Environment/HGWaterfall.shader rename to RoR2/Base/Shaders/Environment/HGWaterfall.shader diff --git a/RoR2/FX/HGCloudRemap.shader b/RoR2/Base/Shaders/FX/HGCloudRemap.shader similarity index 100% rename from RoR2/FX/HGCloudRemap.shader rename to RoR2/Base/Shaders/FX/HGCloudRemap.shader diff --git a/RoR2/FX/HGDamageNumber.shader b/RoR2/Base/Shaders/FX/HGDamageNumber.shader similarity index 100% rename from RoR2/FX/HGDamageNumber.shader rename to RoR2/Base/Shaders/FX/HGDamageNumber.shader diff --git a/RoR2/FX/HGDistortion.shader b/RoR2/Base/Shaders/FX/HGDistortion.shader similarity index 100% rename from RoR2/FX/HGDistortion.shader rename to RoR2/Base/Shaders/FX/HGDistortion.shader diff --git a/RoR2/FX/HGForwardPlanet.shader b/RoR2/Base/Shaders/FX/HGForwardPlanet.shader similarity index 100% rename from RoR2/FX/HGForwardPlanet.shader rename to RoR2/Base/Shaders/FX/HGForwardPlanet.shader diff --git a/RoR2/FX/HGIntersectionCloudRemap.shader b/RoR2/Base/Shaders/FX/HGIntersectionCloudRemap.shader similarity index 100% rename from RoR2/FX/HGIntersectionCloudRemap.shader rename to RoR2/Base/Shaders/FX/HGIntersectionCloudRemap.shader diff --git a/RoR2/FX/HGOpaqueCloudRemap.shader b/RoR2/Base/Shaders/FX/HGOpaqueCloudRemap.shader similarity index 100% rename from RoR2/FX/HGOpaqueCloudRemap.shader rename to RoR2/Base/Shaders/FX/HGOpaqueCloudRemap.shader diff --git a/RoR2/FX/HGSolidParallax.shader b/RoR2/Base/Shaders/FX/HGSolidParallax.shader similarity index 100% rename from RoR2/FX/HGSolidParallax.shader rename to RoR2/Base/Shaders/FX/HGSolidParallax.shader diff --git a/RoR2/FX/HGVertexOnly.shader b/RoR2/Base/Shaders/FX/HGVertexOnly.shader similarity index 100% rename from RoR2/FX/HGVertexOnly.shader rename to RoR2/Base/Shaders/FX/HGVertexOnly.shader diff --git a/RoR2/MobileBlur.shader b/RoR2/Base/Shaders/MobileBlur.shader similarity index 100% rename from RoR2/MobileBlur.shader rename to RoR2/Base/Shaders/MobileBlur.shader diff --git a/RoR2/PostProcess/HGOutlineHighlight.shader b/RoR2/Base/Shaders/PostProcess/HGOutlineHighlight.shader similarity index 100% rename from RoR2/PostProcess/HGOutlineHighlight.shader rename to RoR2/Base/Shaders/PostProcess/HGOutlineHighlight.shader diff --git a/RoR2/PostProcess/HGScopeShader.shader b/RoR2/Base/Shaders/PostProcess/HGScopeShader.shader similarity index 100% rename from RoR2/PostProcess/HGScopeShader.shader rename to RoR2/Base/Shaders/PostProcess/HGScopeShader.shader diff --git a/RoR2/PostProcess/HGSobelBuffer.shader b/RoR2/Base/Shaders/PostProcess/HGSobelBuffer.shader similarity index 100% rename from RoR2/PostProcess/HGSobelBuffer.shader rename to RoR2/Base/Shaders/PostProcess/HGSobelBuffer.shader diff --git a/RoR2/PostProcess/HGVisionLimit.shader b/RoR2/Base/Shaders/PostProcess/HGVisionLimit.shader similarity index 100% rename from RoR2/PostProcess/HGVisionLimit.shader rename to RoR2/Base/Shaders/PostProcess/HGVisionLimit.shader diff --git a/RoR2/UI/HGUIAnimateAlpha.shader b/RoR2/Base/Shaders/UI/HGUIAnimateAlpha.shader similarity index 100% rename from RoR2/UI/HGUIAnimateAlpha.shader rename to RoR2/Base/Shaders/UI/HGUIAnimateAlpha.shader diff --git a/RoR2/UI/HGUIBarRemap.shader b/RoR2/Base/Shaders/UI/HGUIBarRemap.shader similarity index 100% rename from RoR2/UI/HGUIBarRemap.shader rename to RoR2/Base/Shaders/UI/HGUIBarRemap.shader diff --git a/RoR2/UI/HGUIBlur.shader b/RoR2/Base/Shaders/UI/HGUIBlur.shader similarity index 100% rename from RoR2/UI/HGUIBlur.shader rename to RoR2/Base/Shaders/UI/HGUIBlur.shader diff --git a/RoR2/UI/HGUICustomBlend.shader b/RoR2/Base/Shaders/UI/HGUICustomBlend.shader similarity index 100% rename from RoR2/UI/HGUICustomBlend.shader rename to RoR2/Base/Shaders/UI/HGUICustomBlend.shader diff --git a/RoR2/UI/HGUIIgnoreZ.shader b/RoR2/Base/Shaders/UI/HGUIIgnoreZ.shader similarity index 100% rename from RoR2/UI/HGUIIgnoreZ.shader rename to RoR2/Base/Shaders/UI/HGUIIgnoreZ.shader diff --git a/RoR2/UI/HGUIOverbrighten.shader b/RoR2/Base/Shaders/UI/HGUIOverbrighten.shader similarity index 100% rename from RoR2/UI/HGUIOverbrighten.shader rename to RoR2/Base/Shaders/UI/HGUIOverbrighten.shader diff --git a/TextMeshPro/Distance Field.shader b/TextMeshPro/Distance Field.shader deleted file mode 100644 index fe6c1ed..0000000 --- a/TextMeshPro/Distance Field.shader +++ /dev/null @@ -1,73 +0,0 @@ -Shader "StubbedTextMeshPro/Distance Field" -{ - Properties - { - _FaceTex ("Face Texture", 2D) = "white" {} - _FaceUVSpeedX ("Face UV Speed X", Range(-5,5)) = 0 - _FaceUVSpeedY ("Face UV Speed Y", Range(-5,5)) = 0 - [HDR] _FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0 - _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0 - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - _Bevel ("Bevel", Range(0,1)) = .5 - _BevelOffset ("Bevel Offset", Range(-.5, .5)) = 0 - _BevelWidth ("Bevel Width", Range(-.5, .5)) = 0 - _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 - _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 - _LightAngle ("Light Angle", Range(0, 6.28)) = 3.1416 - [HDR] _SpecularColor ("Specular", Color) = (1,1,1,1) - _SpecularPower ("Specular", Range(0,4)) = 2 - _Reflectivity ("Reflectivity", Range(5, 15)) = 10 - _Diffuse ("Diffuse", Range(0, 1)) = .5 - _Ambient ("Ambient", Range(0, 1)) = .5 - _BumpMap ("Normal Map", 2D) = "white" {} - _BumpOutline ("Bump Outline", Range(0, 1)) = 0 - _BumpFace ("Bump Face", Range(0, 1)) = 0 - _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) - _ReflectOutlineColor ("Reflection Color", Color) = (0,0,0,1) - _Cube ("Reflection Cubemap", 2D) = "white" {} - _EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0) - [HDR] _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 - [HDR] _GlowColor ("Color", Color) = (0, 1, 0, .5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0, 1)) = 0.05 - _GlowOuter ("AmbOuterient", Range(0, 1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - _WeightNormal ("Weight Normal", Float) = 0 - _WeightBold ("Weight Bold", Float) = 0.5 - _ShaderFlags ("Flags", Float) = 0 - _ScaleRatioA ("Scale RatioA", Float) = 1 - _ScaleRatioB ("Scale RatioB", Float) = 1 - _ScaleRatioC ("Scale RatioC", Float) = 1 - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", Float) = 512 - _TextureHeight ("Texture Height", Float) = 512 - _GradientScale ("Gradient Scale", Float) = 5 - _ScaleX ("Scale X", Float) = 1 - _ScaleY ("Scale Y", Float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0,1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - _VertexOffsetX ("Vertex OffsetX", Float) = 0 - _VertexOffsetY ("Vertex OffsetY", Float) = 0 - _MaskCoord ("Mask Coordinates", Vector) = (0,0,32767,32767) - _ClipRect ("Clip Rect", Vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", Float) = 0 - _MaskSoftnessY ("Mask SoftnessY", Float) = 0 - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 - } - FallBack "Diffuse" -} From e215bb5f101afbe8d1011828011a47a1d52087da Mon Sep 17 00:00:00 2001 From: Priscillalala <95263024+Priscillalala@users.noreply.github.com> Date: Fri, 13 Sep 2024 10:34:32 -0600 Subject: [PATCH 2/2] Update for sots --- .../Shader/DecaliciousDeferredDecal.shader | 5 +- .../FormerResources/DownTent.shader | 27 ++++++ .../FormerResources/QuickDumbBlur.shader | 28 ++++++ .../FormerResources/TranslucentImage.shader | 1 - .../Core/CameraEffects/HGScreenDamage.shader | 15 +-- .../Core/Outline/OutlineHighlightNew.shader | 24 +++++ .../Core/Outline/OutlineHighlightSurf.shader | 25 +++++ .../CustomPostProcess/SceneTint.shader | 23 +++++ RoR2/Base/Shaders/Deferred/HGOnTop.shader | 27 ++++++ RoR2/Base/Shaders/Deferred/HGStandard.shader | 12 +-- RoR2/Base/Shaders/Environment/HGFlag.shader | 52 ++++++++++ ...Internal-ScreenSpaceShadows_Cheaper.shader | 25 +++++ RoR2/Base/Shaders/MobileBlur.shader | 2 +- .../Mods/DoublePassUnlitTemplate.shader | 24 +++++ .../PostProcess/DamageIndicator.shader | 27 ++++++ .../SpeedTreeBillboard.shader | 41 ++++++++ .../Speedtree Override/SpeedTreeCustom.shader | 44 +++++++++ RoR2/Base/Shaders/UI/HealthBar.shader | 42 +++++++++ .../Shaders/TMP_Bitmap-Custom-Atlas.shader | 43 +++++++++ .../Shaders/TMP_Bitmap-Mobile.shader | 43 +++++++++ .../FormerResources/Shaders/TMP_Bitmap.shader | 42 +++++++++ .../Shaders/TMP_SDF Overlay.shader | 94 +++++++++++++++++++ .../Shaders/TMP_SDF SSD.shader | 94 +++++++++++++++++++ .../Shaders/TMP_SDF-Mobile Masking.shader | 68 ++++++++++++++ .../Shaders/TMP_SDF-Mobile Overlay.shader | 63 +++++++++++++ .../Shaders/TMP_SDF-Mobile SSD.shader | 68 ++++++++++++++ .../Shaders/TMP_SDF-Mobile.shader | 63 +++++++++++++ .../Shaders/TMP_SDF-Surface-Mobile.shader | 56 +++++++++++ .../Shaders/TMP_SDF-Surface.shader | 75 +++++++++++++++ .../FormerResources/Shaders/TMP_SDF.shader | 94 +++++++++++++++++++ .../FormerResources/Shaders/TMP_Sprite.shader | 38 ++++++++ 31 files changed, 1264 insertions(+), 21 deletions(-) create mode 100644 Le Tai's Asset/TranslucentImage/FormerResources/DownTent.shader create mode 100644 Le Tai's Asset/TranslucentImage/FormerResources/QuickDumbBlur.shader create mode 100644 RoR2/Base/Core/Outline/OutlineHighlightNew.shader create mode 100644 RoR2/Base/Core/Outline/OutlineHighlightSurf.shader create mode 100644 RoR2/Base/Shaders/CustomPostProcess/SceneTint.shader create mode 100644 RoR2/Base/Shaders/Deferred/HGOnTop.shader create mode 100644 RoR2/Base/Shaders/Environment/HGFlag.shader create mode 100644 RoR2/Base/Shaders/Internal-ScreenSpaceShadows_Cheaper.shader create mode 100644 RoR2/Base/Shaders/Optimized/Mods/DoublePassUnlitTemplate.shader create mode 100644 RoR2/Base/Shaders/PostProcess/DamageIndicator.shader create mode 100644 RoR2/Base/Shaders/Speedtree Override/SpeedTreeBillboard.shader create mode 100644 RoR2/Base/Shaders/Speedtree Override/SpeedTreeCustom.shader create mode 100644 RoR2/Base/Shaders/UI/HealthBar.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Custom-Atlas.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Mobile.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_Bitmap.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF Overlay.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF SSD.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Masking.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Overlay.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile SSD.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface-Mobile.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_SDF.shader create mode 100644 TextMesh Pro/FormerResources/Shaders/TMP_Sprite.shader diff --git a/Decalicious/Shader/DecaliciousDeferredDecal.shader b/Decalicious/Shader/DecaliciousDeferredDecal.shader index 739a326..ed92ceb 100644 --- a/Decalicious/Shader/DecaliciousDeferredDecal.shader +++ b/Decalicious/Shader/DecaliciousDeferredDecal.shader @@ -1,4 +1,4 @@ -Shader "StubbedDecalicious/DecaliciousUnlitDecal" { +Shader "StubbedDecalicious/DecaliciousDeferredDecal" { Properties { _MaskTex ("Mask", 2D) = "white" {} [PerRendererData] _MaskMultiplier ("Mask (Multiplier)", Float) = 1 @@ -8,6 +8,9 @@ Shader "StubbedDecalicious/DecaliciousUnlitDecal" { [HDR] _Color ("Albedo (Multiplier)", Color) = (1,1,1,1) [Normal] _NormalTex ("Normal", 2D) = "bump" {} _NormalMultiplier ("Normal (Multiplier)", Float) = 1 + [Toggle(TEX_ATLAS)] _UseAtlas ("Use texture atlas", Float) = 0 + _AtlasSize ("Atlas Size", Vector) = (4,4,0,0) + [PerRendererData] _AtlasCoord ("Atlas Coordinates", Vector) = (0,0,0,0) _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 _SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1 _Smoothness ("Smoothness (Multiplier)", Range(0, 1)) = 0.5 diff --git a/Le Tai's Asset/TranslucentImage/FormerResources/DownTent.shader b/Le Tai's Asset/TranslucentImage/FormerResources/DownTent.shader new file mode 100644 index 0000000..04f106b --- /dev/null +++ b/Le Tai's Asset/TranslucentImage/FormerResources/DownTent.shader @@ -0,0 +1,27 @@ +Shader "StubbedTranslucentImage/DownTent" { + Properties { + _MainTex ("Texture", 2D) = "white" {} + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } +} \ No newline at end of file diff --git a/Le Tai's Asset/TranslucentImage/FormerResources/QuickDumbBlur.shader b/Le Tai's Asset/TranslucentImage/FormerResources/QuickDumbBlur.shader new file mode 100644 index 0000000..7d79aa8 --- /dev/null +++ b/Le Tai's Asset/TranslucentImage/FormerResources/QuickDumbBlur.shader @@ -0,0 +1,28 @@ +Shader "StubbedTranslucentImage/QuickDumbBlur" { + Properties { + _MainTex ("Texture", 2D) = "white" {} + [Toggle(FLIP_V)] _VertFlip ("Flip Vertical", Float) = 0 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } +} \ No newline at end of file diff --git a/Le Tai's Asset/TranslucentImage/FormerResources/TranslucentImage.shader b/Le Tai's Asset/TranslucentImage/FormerResources/TranslucentImage.shader index 1f57c2d..8b0978a 100644 --- a/Le Tai's Asset/TranslucentImage/FormerResources/TranslucentImage.shader +++ b/Le Tai's Asset/TranslucentImage/FormerResources/TranslucentImage.shader @@ -3,7 +3,6 @@ Shader "StubbedTranslucentImage/TranslucentImage" { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [HideInInspector] _BlurTex ("Blur Texture", 2D) = "gray" {} _Vibrancy ("Vibrancy", Float) = 1 - _Brightness ("Brightness", Float) = 0 _Flatten ("Flatten", Float) = 0 _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 diff --git a/RoR2/Base/Core/CameraEffects/HGScreenDamage.shader b/RoR2/Base/Core/CameraEffects/HGScreenDamage.shader index 34880bb..88e98f1 100644 --- a/RoR2/Base/Core/CameraEffects/HGScreenDamage.shader +++ b/RoR2/Base/Core/CameraEffects/HGScreenDamage.shader @@ -1,21 +1,14 @@ -Shader "StubbedRoR2/Base/Shaders/HGScreenDamage" { +Shader "StubbedRoR2/Base/Core/CameraEffects/HGScreenDamage" { Properties { - _Tint ("Vignette Tint", Color) = (0.5,0.5,0.5,1) - _NormalMap ("Normal Map Texture", 2D) = "white" {} - [HideInInspector] _MainTex ("", any) = "" {} - _TintStrength ("Vignette Strength", Range(0, 5)) = 1 - _DesaturationStrength ("Desaturation Strength", Range(0, 1)) = 1 - _DistortionStrength ("Distortion Strength", Range(0, 1)) = 1 } //DummyShaderTextExporter SubShader{ - Tags { "RenderType"="Opaque" } + Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 - sampler2D _MainTex; struct Input { float2 uv_MainTex; @@ -23,9 +16,7 @@ Shader "StubbedRoR2/Base/Shaders/HGScreenDamage" { void surf(Input IN, inout SurfaceOutputStandard o) { - fixed4 c = tex2D(_MainTex, IN.uv_MainTex); - o.Albedo = c.rgb; - o.Alpha = c.a; + o.Albedo = 1; } ENDCG } diff --git a/RoR2/Base/Core/Outline/OutlineHighlightNew.shader b/RoR2/Base/Core/Outline/OutlineHighlightNew.shader new file mode 100644 index 0000000..94e9aa0 --- /dev/null +++ b/RoR2/Base/Core/Outline/OutlineHighlightNew.shader @@ -0,0 +1,24 @@ +Shader "StubbedRoR2/Base/Core/Outline/OutlineHighlightNew" { + Properties { + _OutlineColor ("Outline Color", Color) = (1,1,1,1) + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType" = "Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + o.Albedo = 1; + } + ENDCG + } +} \ No newline at end of file diff --git a/RoR2/Base/Core/Outline/OutlineHighlightSurf.shader b/RoR2/Base/Core/Outline/OutlineHighlightSurf.shader new file mode 100644 index 0000000..c3cfa67 --- /dev/null +++ b/RoR2/Base/Core/Outline/OutlineHighlightSurf.shader @@ -0,0 +1,25 @@ +Shader "StubbedRoR2/Base/Core/Outline/OutlineHighlightSurf" { + Properties { + _OutlineColor ("Outline Color", Color) = (0,1,1,0) + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType" = "Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + o.Albedo = 1; + } + ENDCG + } + Fallback "Diffuse" +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/CustomPostProcess/SceneTint.shader b/RoR2/Base/Shaders/CustomPostProcess/SceneTint.shader new file mode 100644 index 0000000..07b300f --- /dev/null +++ b/RoR2/Base/Shaders/CustomPostProcess/SceneTint.shader @@ -0,0 +1,23 @@ +Shader "StubbedRoR2/Base/Shaders/SceneTint" { + Properties { + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType" = "Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + o.Albedo = 1; + } + ENDCG + } +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/Deferred/HGOnTop.shader b/RoR2/Base/Shaders/Deferred/HGOnTop.shader new file mode 100644 index 0000000..4c3285b --- /dev/null +++ b/RoR2/Base/Shaders/Deferred/HGOnTop.shader @@ -0,0 +1,27 @@ +Shader "StubbedRoR2/Base/Shaders/HGOnTop" { + Properties { + [HDR] _Color ("Color", Color) = (1,1,1,1) + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + fixed4 _Color; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + o.Albedo = _Color.rgb; + o.Alpha = _Color.a; + } + ENDCG + } + //CustomEditor "HDRColorPicker" +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/Deferred/HGStandard.shader b/RoR2/Base/Shaders/Deferred/HGStandard.shader index a95a600..1294486 100644 --- a/RoR2/Base/Shaders/Deferred/HGStandard.shader +++ b/RoR2/Base/Shaders/Deferred/HGStandard.shader @@ -9,22 +9,22 @@ Shader "StubbedRoR2/Base/Shaders/HGStandard" { [NoScaleOffset] _EmTex ("Emission Tex (RGB)", 2D) = "white" {} _EmPower ("Emission Power", Range(0, 10)) = 1 _Smoothness ("Smoothness", Range(0, 1)) = 0 + _SecondarySmoothness ("Smoothness for Vertex Color Override", Range(0, 1)) = 0 [Toggle(FORCE_SPEC)] _ForceSpecOn ("Ignore Diffuse Alpha for Speculars", Float) = 0 [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 [MaterialEnum(Default,0,Environment,1,Character,2,Misc,3)] _DecalLayer ("Decal Layer", Float) = 0 _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 _SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1 [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2 - [Header(Screenspace Dithering)] [Toggle(DITHER)] _DitherOn ("Enable Dither", Float) = 0 - _FadeBias ("Fade Bias", Range(0, 1)) = 0 [Header(Fresnel Emission)] [Toggle(FRESNEL_EMISSION)] _FEON ("Enable Fresnel Emission", Float) = 0 + [Toggle(USE_VERTEX_COLORS_FOR_FRESNEL_EMISSION_AND_FLOWMAP)] _DoubleColorsOn ("Use Vertex Colors as mask for Fresnel mask and flowmap", Float) = 0 [NoScaleOffset] _FresnelRamp ("Fresnel Ramp", 2D) = "white" {} _FresnelPower ("Fresnel Power", Range(0.1, 20)) = 1 [NoScaleOffset] _FresnelMask ("Fresnel Mask", 2D) = "white" {} _FresnelBoost ("Fresnel Boost", Range(0, 20)) = 1 [Header(Print Behavior)] [Toggle(PRINT_CUTOFF)] _PrintOn ("Enable Printing", Float) = 0 _SliceHeight ("Slice Height", Range(-25, 25)) = 5 - _SliceBandHeight ("Print Band Height", Range(0, 10)) = 1 + _SliceBandHeight ("Print Band Height", Range(0, 200)) = 1 _SliceAlphaDepth ("Print Alpha Depth", Range(0, 1)) = 0.1 _SliceAlphaTex ("Print Alpha Texture", 2D) = "gray" {} _PrintBoost ("Print Color Boost", Range(0, 10)) = 1 @@ -55,13 +55,13 @@ Shader "StubbedRoR2/Base/Shaders/HGStandard" { _FlowHeightBias ("Flow Height Bias", Range(-1, 1)) = 0 _FlowHeightPower ("Flow Height Power", Range(0.1, 20)) = 1 _FlowEmissionStrength ("Flow Height Strength", Range(0.1, 20)) = 1 - _FlowSpeed ("Flow Speed", Range(0, 100)) = 1 + _FlowSpeed ("Flow Speed", Range(0, 15)) = 1 _FlowMaskStrength ("Mask Flow Strength", Range(0, 5)) = 0 _FlowNormalStrength ("Normal Flow Strength", Range(0, 5)) = 1 _FlowTextureScaleFactor ("Flow Texture Scale Factor", Range(0, 10)) = 1 [Header(Limb Removal)] [Toggle(LIMBREMOVAL)] _LimbRemovalOn ("Enable Limb Removal", Float) = 0 - [PerRendererData] _LimbPrimeMask ("Limb Prime Mask", Range(1, 10000)) = 1 - [PerRendererData] _FlashColor ("Flash Color", Color) = (0,0,0,1) + _LimbPrimeMask ("Limb Prime Mask", Range(1, 10000)) = 1 + _FlashColor ("Flash Color", Color) = (0,0,0,1) [PerRendererData] _Fade ("Fade", Range(0, 1)) = 1 } //DummyShaderTextExporter diff --git a/RoR2/Base/Shaders/Environment/HGFlag.shader b/RoR2/Base/Shaders/Environment/HGFlag.shader new file mode 100644 index 0000000..1245f27 --- /dev/null +++ b/RoR2/Base/Shaders/Environment/HGFlag.shader @@ -0,0 +1,52 @@ +Shader "StubbedRoR2/Base/Shaders/HGFlag" { + Properties { + _Color ("Main Color", Color) = (0.5,0.5,0.5,1) + _MainTex ("Base (RGB)", 2D) = "white" {} + _BumpMap ("Normalmap", 2D) = "white" {} + [Toggle(EFFECT_HUE_VARIATION)] _EFFECT_HUE ("Enable Hue Variation", Float) = 1 + _HueVariation ("Hue Variation", Vector) = (1,0.5,0,0.1) + [Toggle(EFFECT_BUMP)] _EFFECT_BUMP ("Enable Normals", Float) = 0 + _Scroll ("Scroll Speed (XY), Distortion Noise Scale (ZW)", Vector) = (8,1,1,1) + _Cutoff ("Cutoff Alpha", Range(0, 1)) = 0.5 + _VertexOffsetStrength ("Vertex Offset Strength", Range(0, 5)) = 0.25 + _WindVector ("Wind Offset Vector Start", Vector) = (0,0,0,0) + _WindVectorEnd ("Wind Offset Vector End", Vector) = (0,0,0,0) + _WindRNG ("Wind RNG (xyz=cosine scalars, w=intensity)", Vector) = (1,4,8,3) + _TimeScale ("Time speed scale", Float) = 1 + _Smoothness ("Smoothness", Range(0, 1)) = 0 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4)] _RampInfo ("Ramp Choice", Float) = 0 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0, 20)) = 1 + [Toggle(ROTATE_UV)] _RotateUV ("Rotate UVs", Float) = 0 + [Toggle(FLIP_V)] _FlipV ("Flip UV.y for wind", Float) = 0 + _LockStart ("Lock Center", Float) = 1 + _LockWidth ("Lock Radius", Float) = 1 + _FlagRange ("Flag Coordinate Range (xy=xMin, xMax)", Vector) = (0,1,0,0) + _FlapLength ("Wave Length", Float) = 1 + _FlapLengthenOnDown ("Wave Lengthen Down Flag", Float) = 1 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + fixed4 _Color; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + Fallback "Transparent/Cutout/VertexLit" +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/Internal-ScreenSpaceShadows_Cheaper.shader b/RoR2/Base/Shaders/Internal-ScreenSpaceShadows_Cheaper.shader new file mode 100644 index 0000000..6fd9cd3 --- /dev/null +++ b/RoR2/Base/Shaders/Internal-ScreenSpaceShadows_Cheaper.shader @@ -0,0 +1,25 @@ +Shader "StubbedRoR2/Base/Shaders/Internal-ScreenSpaceShadows_Cheaper" { + Properties { + _ShadowMapTexture ("", any) = "" {} + _ODSWorldTexture ("", 2D) = "" {} + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType" = "Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + o.Albedo = 1; + } + ENDCG + } +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/MobileBlur.shader b/RoR2/Base/Shaders/MobileBlur.shader index ba16fac..7141311 100644 --- a/RoR2/Base/Shaders/MobileBlur.shader +++ b/RoR2/Base/Shaders/MobileBlur.shader @@ -1,4 +1,4 @@ -Shader "Hidden/FastBlur" { +Shader "StubbedRoR2/Base/Shaders/MobileBlur" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Bloom ("Bloom (RGB)", 2D) = "black" {} diff --git a/RoR2/Base/Shaders/Optimized/Mods/DoublePassUnlitTemplate.shader b/RoR2/Base/Shaders/Optimized/Mods/DoublePassUnlitTemplate.shader new file mode 100644 index 0000000..efa054b --- /dev/null +++ b/RoR2/Base/Shaders/Optimized/Mods/DoublePassUnlitTemplate.shader @@ -0,0 +1,24 @@ +Shader "StubbedRoR2/Base/Shaders/DoublePassUnlitTemplate" { + Properties { + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType" = "Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + o.Albedo = 1; + } + ENDCG + } + //CustomEditor "ASEMaterialInspector" +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/PostProcess/DamageIndicator.shader b/RoR2/Base/Shaders/PostProcess/DamageIndicator.shader new file mode 100644 index 0000000..23c7c4c --- /dev/null +++ b/RoR2/Base/Shaders/PostProcess/DamageIndicator.shader @@ -0,0 +1,27 @@ +Shader "StubbedRoR2/Base/Shaders/DamageIndicator" { + Properties { + _MainTex ("Texture", 2D) = "white" {} + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/Speedtree Override/SpeedTreeBillboard.shader b/RoR2/Base/Shaders/Speedtree Override/SpeedTreeBillboard.shader new file mode 100644 index 0000000..fb903c0 --- /dev/null +++ b/RoR2/Base/Shaders/Speedtree Override/SpeedTreeBillboard.shader @@ -0,0 +1,41 @@ +Shader "StubbedRoR2/Base/Shaders/SpeedTreeBillboard" { + Properties { + _Color ("Main Color", Color) = (1,1,1,1) + _HueVariation ("Hue Variation", Vector) = (1,0.5,0,0.1) + _MainTex ("Base (RGB)", 2D) = "white" {} + _BumpMap ("Normalmap", 2D) = "bump" {} + _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5 + _Smoothness ("Smoothness", Range(0, 1)) = 0 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1 + [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + [MaterialEnum(None,0,Fastest,1)] _WindQuality ("Wind Quality", Range(0, 1)) = 0 + [Header(Emission Parameters)] [Toggle(USE_EMISSION)] _EmissionOn ("Enable Emission", Float) = 0 + _EmissionTex ("Emission Texture", 2D) = "black" {} + [HDR] _EmissionTint ("Emission Tint", Color) = (0,0,0,0) + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + fixed4 _Color; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + Fallback "Transparent/Cutout/VertexLit" +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/Speedtree Override/SpeedTreeCustom.shader b/RoR2/Base/Shaders/Speedtree Override/SpeedTreeCustom.shader new file mode 100644 index 0000000..34418ea --- /dev/null +++ b/RoR2/Base/Shaders/Speedtree Override/SpeedTreeCustom.shader @@ -0,0 +1,44 @@ +Shader "StubbedRoR2/Base/Shaders/SpeedTreeCustom" { + Properties { + _Color ("Main Color", Color) = (1,1,1,1) + _HueVariation ("Hue Variation", Vector) = (1,0.5,0,0.1) + _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} + _DetailTex ("Detail", 2D) = "black" {} + _BumpMap ("Normal Map", 2D) = "bump" {} + _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.333 + _Smoothness ("Smoothness", Range(0, 1)) = 0 + _SpecularStrength ("Specular Strength", Range(0, 1)) = 0 + _SpecularExponent ("Specular Exponent", Range(0.1, 20)) = 1 + [Header(Emission Parameters)] [Toggle(USE_EMISSION)] _EmissionOn ("Enable Emission", Float) = 0 + _EmissionTex ("Emission Texture", 2D) = "black" {} + [HDR] _EmissionTint ("Emission Tint", Color) = (0,0,0,0) + [Header(Lighting Parameters)] [MaterialEnum(Two Tone,0,Smoothed Two Tone,1,Unlitish,3,Subsurface,4,Grass,5)] _RampInfo ("Ramp Choice", Float) = 0 + [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Float) = 2 + [MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0, 5)) = 0 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + fixed4 _Color; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + Fallback "Transparent/Cutout/VertexLit" + //CustomEditor "SpeedTreeMaterialInspector" +} \ No newline at end of file diff --git a/RoR2/Base/Shaders/UI/HealthBar.shader b/RoR2/Base/Shaders/UI/HealthBar.shader new file mode 100644 index 0000000..0732457 --- /dev/null +++ b/RoR2/Base/Shaders/UI/HealthBar.shader @@ -0,0 +1,42 @@ +Shader "StubbedRoR2/Base/Shaders/HealthBar" { + Properties { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + _FlashColor ("Flashing Color", Color) = (1,1,1,1) + [Toggle(FLASH_ENABLED)] _FlashEnabled ("Flash Enabled", Float) = 0 + [Toggle] _Flash ("Flash Intensity", Float) = 0 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + _FillStart ("Bar Fill Start", Range(0, 1)) = 1 + _FillEnd ("Bar Fill End", Range(0, 1)) = 1 + _Rect ("Rect(posX, posY, width, height)", Vector) = (0,0,100,100) + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + fixed4 _Color; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Custom-Atlas.shader b/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..e22d7f5 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,43 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Custom-Atlas" { + Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR] _FaceColor ("Text Color", Color) = (1,1,1,1) + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _Padding ("Padding", Float) = 0 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Mobile.shader b/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..d7f8a67 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,43 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_Bitmap-Mobile" { + Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + [HDR] _Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1, 4)) = 1 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + fixed4 _Color; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap.shader b/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..556d350 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_Bitmap.shader @@ -0,0 +1,42 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_Bitmap" { + Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR] _FaceColor ("Text Color", Color) = (1,1,1,1) + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF Overlay.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..f2b3068 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,94 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF Overlay" { + Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0 + [HDR] _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + _Bevel ("Bevel", Range(0, 1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5, 0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-0.5, 0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0, 1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0, 1)) = 0 + _LightAngle ("Light Angle", Range(0, 6.2831855)) = 3.1416 + [HDR] _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0, 4)) = 2 + _Reflectivity ("Reflectivity", Range(5, 15)) = 10 + _Diffuse ("Diffuse", Range(0, 1)) = 0.5 + _Ambient ("Ambient", Range(1, 0)) = 0.5 + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0, 1)) = 0 + _BumpFace ("Bump Face", Range(0, 1)) = 0 + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" {} + _EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0) + [HDR] _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 + [HDR] _GlowColor ("Color", Color) = (0,1,0,0.5) + _GlowOffset ("Offset", Range(-1, 1)) = 0 + _GlowInner ("Inner", Range(0, 1)) = 0.05 + _GlowOuter ("Outer", Range(0, 1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _MaskCoord ("Mask Coordinates", Vector) = (0,0,32767,32767) + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + Fallback "TextMeshPro/Mobile/Distance Field" + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF SSD.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF SSD.shader new file mode 100644 index 0000000..8807a01 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,94 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF SSD" { + Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0 + [HDR] _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + _Bevel ("Bevel", Range(0, 1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5, 0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-0.5, 0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0, 1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0, 1)) = 0 + _LightAngle ("Light Angle", Range(0, 6.2831855)) = 3.1416 + [HDR] _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0, 4)) = 2 + _Reflectivity ("Reflectivity", Range(5, 15)) = 10 + _Diffuse ("Diffuse", Range(0, 1)) = 0.5 + _Ambient ("Ambient", Range(1, 0)) = 0.5 + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0, 1)) = 0 + _BumpFace ("Bump Face", Range(0, 1)) = 0 + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" {} + _EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0) + [HDR] _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 + [HDR] _GlowColor ("Color", Color) = (0,1,0,0.5) + _GlowOffset ("Offset", Range(-1, 1)) = 0 + _GlowInner ("Inner", Range(0, 1)) = 0.05 + _GlowOuter ("Outer", Range(0, 1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _MaskCoord ("Mask Coordinates", Vector) = (0,0,32767,32767) + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + Fallback "TextMeshPro/Mobile/Distance Field" + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Masking.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..e381805 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,68 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Masking" { + Properties { + [HDR] _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + [HDR] _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", Float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Overlay.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..054dee8 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,63 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile Overlay" { + Properties { + [HDR] _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + [HDR] _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile SSD.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 0000000..d4d103a --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,68 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile SSD" { + Properties { + [HDR] _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + [HDR] _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", Float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..f64e5f9 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,63 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF-Mobile" { + Properties { + [HDR] _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + [HDR] _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface-Mobile.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..bb00796 --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,56 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface-Mobile" { + Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + [HDR] _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + [HDR] _GlowColor ("Color", Color) = (0,1,0,0.5) + _GlowOffset ("Offset", Range(-1, 1)) = 0 + _GlowInner ("Inner", Range(0, 1)) = 0.05 + _GlowOuter ("Outer", Range(0, 1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _CullMode ("Cull Mode", Float) = 0 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..93aadff --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,75 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF-Surface" { + Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0 + [HDR] _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + _Bevel ("Bevel", Range(0, 1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5, 0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-0.5, 0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0, 1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0, 1)) = 0 + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0, 1)) = 0.5 + _BumpFace ("Bump Face", Range(0, 1)) = 0.5 + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" {} + _EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0) + [HDR] _SpecColor ("Specular Color", Color) = (0,0,0,1) + _FaceShininess ("Face Shininess", Range(0, 1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0, 1)) = 0 + [HDR] _GlowColor ("Color", Color) = (0,1,0,0.5) + _GlowOffset ("Offset", Range(-1, 1)) = 0 + _GlowInner ("Inner", Range(0, 1)) = 0.05 + _GlowOuter ("Outer", Range(0, 1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _CullMode ("Cull Mode", Float) = 0 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_SDF.shader b/TextMesh Pro/FormerResources/Shaders/TMP_SDF.shader new file mode 100644 index 0000000..ae2250a --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_SDF.shader @@ -0,0 +1,94 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_SDF" { + Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0 + [HDR] _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 + [HDR] _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 + _Bevel ("Bevel", Range(0, 1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5, 0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-0.5, 0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0, 1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0, 1)) = 0 + _LightAngle ("Light Angle", Range(0, 6.2831855)) = 3.1416 + [HDR] _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0, 4)) = 2 + _Reflectivity ("Reflectivity", Range(5, 15)) = 10 + _Diffuse ("Diffuse", Range(0, 1)) = 0.5 + _Ambient ("Ambient", Range(1, 0)) = 0.5 + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0, 1)) = 0 + _BumpFace ("Bump Face", Range(0, 1)) = 0 + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" {} + _EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0) + [HDR] _UnderlayColor ("Border Color", Color) = (0,0,0,0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 + [HDR] _GlowColor ("Color", Color) = (0,1,0,0.5) + _GlowOffset ("Offset", Range(-1, 1)) = 0 + _GlowInner ("Inner", Range(0, 1)) = 0.05 + _GlowOuter ("Outer", Range(0, 1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + _WeightNormal ("Weight Normal", Float) = 0 + _WeightBold ("Weight Bold", Float) = 0.5 + _ShaderFlags ("Flags", Float) = 0 + _ScaleRatioA ("Scale RatioA", Float) = 1 + _ScaleRatioB ("Scale RatioB", Float) = 1 + _ScaleRatioC ("Scale RatioC", Float) = 1 + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", Float) = 512 + _TextureHeight ("Texture Height", Float) = 512 + _GradientScale ("Gradient Scale", Float) = 5 + _ScaleX ("Scale X", Float) = 1 + _ScaleY ("Scale Y", Float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1, 1)) = 0 + _VertexOffsetX ("Vertex OffsetX", Float) = 0 + _VertexOffsetY ("Vertex OffsetY", Float) = 0 + _MaskCoord ("Mask Coordinates", Vector) = (0,0,32767,32767) + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + _MaskSoftnessX ("Mask SoftnessX", Float) = 0 + _MaskSoftnessY ("Mask SoftnessY", Float) = 0 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } + Fallback "TextMeshPro/Mobile/Distance Field" + //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} \ No newline at end of file diff --git a/TextMesh Pro/FormerResources/Shaders/TMP_Sprite.shader b/TextMesh Pro/FormerResources/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..347cc5f --- /dev/null +++ b/TextMesh Pro/FormerResources/Shaders/TMP_Sprite.shader @@ -0,0 +1,38 @@ +Shader "StubbedTextMesh Pro/FormerResources/Shaders/TMP_Sprite" { + Properties { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + //DummyShaderTextExporter + SubShader{ + Tags { "RenderType"="Opaque" } + LOD 200 + CGPROGRAM +#pragma surface surf Standard +#pragma target 3.0 + + sampler2D _MainTex; + fixed4 _Color; + struct Input + { + float2 uv_MainTex; + }; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Alpha = c.a; + } + ENDCG + } +} \ No newline at end of file