Add assets
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||||
Pixel Art Platformer - Village House
|
||||
|
||||
2.4.1
|
||||
- Some minor bugs fixed.
|
||||
|
||||
2.4.0
|
||||
- Update included [Pixel Art Platformer - Village Props] pack to 2.3.0
|
||||
|
||||
2.3.0
|
||||
- Update included [Pixel Art Platformer - Village Props] pack to 2.2.0
|
||||
|
||||
2.2.0
|
||||
- Move URP 2D Lit shaders to a patch.
|
||||
- Minimum required Unity version raised to 2021.3.6f1.
|
||||
|
||||
2.1.0
|
||||
- Add 2D lighting support through additional shaders.
|
||||
|
||||
2.0.0
|
||||
- Add 3 new house presets.
|
||||
- Add 8 new building components.
|
||||
- Shadow sprites are moved to a separated texture.
|
||||
|
||||
1.2.0
|
||||
- Update included [Pixel Art Platformer - Village Props] pack to 2.1.0
|
||||
|
||||
1.1.0
|
||||
- Update included [Pixel Art Platformer - Village Props] pack to 2.0.0
|
||||
|
||||
1.0.0
|
||||
- First Release.
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using System.Collections;
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||||
using UnityEngine;
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||||
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||||
namespace Cainos.PixelArtPlatformer.VillageHouse
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||||
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// Made with Amplify Shader Editor v1.9.1.2
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Properties
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HLSLINCLUDE
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|
||||
#pragma prefer_hlslcc gles
|
||||
// ensure rendering platforms toggle list is visible
|
||||
ENDHLSL
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Sprite Lit"
|
||||
Tags { "LightMode"="Universal2D" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
Stencil
|
||||
{
|
||||
Ref [_StencilReference]
|
||||
Comp Always
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 120108
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
|
||||
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
|
||||
#define SHADERPASS SHADERPASS_SPRITELIT
|
||||
#define SHADERPASS_SPRITELIT
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_0
|
||||
SHAPE_LIGHT(0)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_1
|
||||
SHAPE_LIGHT(1)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_2
|
||||
SHAPE_LIGHT(2)
|
||||
#endif
|
||||
|
||||
#if USE_SHAPE_LIGHT_TYPE_3
|
||||
SHAPE_LIGHT(3)
|
||||
#endif
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float _StencilReference;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float4 screenPosition : TEXCOORD2;
|
||||
float3 positionWS : TEXCOORD3;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.clipPos = vertexInput.positionCS;
|
||||
o.screenPosition = vertexInput.positionNDC;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
float3 positionWS = IN.positionWS.xyz;
|
||||
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = tex2D( _MainTex, uv_MainTex );
|
||||
float4 Mask = float4(1,1,1,1);
|
||||
float3 Normal = float3( 0, 0, 1 );
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
|
||||
Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture);
|
||||
#endif
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
return CombinedShapeLightShared(surfaceData, inputData);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Sprite Normal"
|
||||
Tags { "LightMode"="NormalsRendering" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
Stencil
|
||||
{
|
||||
Ref 0
|
||||
Comp Always
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 120108
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITENORMAL
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float _StencilReference;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 normalWS : TEXCOORD2;
|
||||
float4 tangentWS : TEXCOORD3;
|
||||
float3 bitangentWS : TEXCOORD4;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
VertexOutput vert ( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.clipPos = vertexInput.positionCS;
|
||||
|
||||
float3 normalWS = TransformObjectToWorldNormal( v.normal );
|
||||
o.normalWS = -GetViewForwardDir();
|
||||
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w );
|
||||
o.tangentWS = normalize( tangentWS );
|
||||
half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
||||
o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = tex2D( _MainTex, uv_MainTex );
|
||||
float3 Normal = float3( 0, 0, 1 );
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Sprite Forward"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
Stencil
|
||||
{
|
||||
Ref 0
|
||||
Comp Always
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 120108
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITEFORWARD
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float _StencilReference;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
|
||||
VertexOutput vert( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.vertex.xyz );
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.clipPos = vertexInput.positionCS;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
float3 positionWS = IN.positionWS.xyz;
|
||||
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = tex2D( _MainTex, uv_MainTex );
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
||||
half4 debugColor = 0;
|
||||
|
||||
SETUP_DEBUG_DATA_2D(inputData, positionWS);
|
||||
|
||||
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
||||
{
|
||||
return debugColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
||||
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
||||
#endif
|
||||
|
||||
Color *= IN.color;
|
||||
|
||||
return Color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "SceneSelectionPass"
|
||||
Tags { "LightMode"="SceneSelectionPass" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 120108
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENESELECTIONPASS 1
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float _StencilReference;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
|
||||
int _ObjectId;
|
||||
int _PassValue;
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.vertex);
|
||||
o.clipPos = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = tex2D( _MainTex, uv_MainTex );
|
||||
|
||||
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ScenePickingPass"
|
||||
Tags { "LightMode"="Picking" }
|
||||
|
||||
Cull Back
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 120108
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENEPICKINGPASS 1
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float _StencilReference;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 clipPos : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
float4 _SelectionID;
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.vertex.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.vertex.xyz = vertexValue;
|
||||
#else
|
||||
v.vertex.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.vertex);
|
||||
o.clipPos = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = tex2D( _MainTex, uv_MainTex );
|
||||
half4 outColor = _SelectionID;
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19102
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Normal;0;1;Sprite Normal;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;0;False;;255;False;;255;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=NormalsRendering;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Forward;0;2;Sprite Forward;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;0;False;;255;False;;255;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;5;0,0;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;ScenePickingPass;0;4;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;9;-472.5647,18.06639;Inherit;True;Property;_TextureSample0;Texture Sample 0;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;-133.9001,22.1;Float;False;True;-1;2;;0;16;Cainos/Pixel Art Platformer - Village House/Sprite Shadow Mask - 2D Lit;199187dac283dbe4a8cb1ea611d70c58;True;Sprite Lit;0;0;Sprite Lit;6;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;True;True;True;0;True;_StencilReference;255;False;;255;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;5;True;True;True;True;True;False;;False;0
|
||||
Node;AmplifyShaderEditor.TexturePropertyNode;8;-739.0606,18.06671;Inherit;True;Property;_MainTex;Main Texture;1;0;Create;False;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;7;-753.9257,-105.991;Inherit;False;Property;_StencilReference;Stencil Reference;0;0;Create;True;0;0;0;True;0;False;33;33;0;0;0;1;FLOAT;0
|
||||
WireConnection;9;0;8;0
|
||||
WireConnection;1;1;9;0
|
||||
ASEEND*/
|
||||
//CHKSM=6C200B280925F17D0768B5BD558C76D42B9C96AA
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1fa4ab902a504e04b82c502d74c1cc50
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,71 @@
|
||||
Shader "Cainos/Pixel Art Platformer - Village House/Sprite Shadow Mask"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
_AlphaClip ("Alpha Clip" , Float) = 0.05
|
||||
|
||||
[IntRange] _StencilRef("Stencil Ref Value", Range(0,255)) = 0
|
||||
|
||||
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
|
||||
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
|
||||
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
|
||||
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
|
||||
[PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
"CanUseSpriteAtlas" = "True"
|
||||
}
|
||||
|
||||
//Work together with shader "SH Sprite Shadow"
|
||||
//to make sure shadow only get drawn within objects with this shader
|
||||
Stencil
|
||||
{
|
||||
Ref[_StencilRef]
|
||||
Comp Always
|
||||
Pass Replace
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex SpriteVert
|
||||
#pragma fragment Frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ PIXELSNAP_ON
|
||||
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
|
||||
#include "UnitySprites.cginc"
|
||||
|
||||
float _AlphaClip;
|
||||
|
||||
fixed4 Frag(v2f IN) : SV_Target
|
||||
{
|
||||
|
||||
|
||||
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
|
||||
|
||||
clip(c.a - _AlphaClip);
|
||||
|
||||
c.rgb *= c.a;
|
||||
return c;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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||||
guid: bfce09b43de04f64c955afd02e9024f6
|
||||
timeCreated: 1586505196
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,68 @@
|
||||
Shader "Cainos/Pixel Art Platformer - Village House/Sprite Shadow"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
[IntRange] _StencilRef("Stencil Ref Value", Range(0,255)) = 0
|
||||
|
||||
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
|
||||
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
|
||||
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
|
||||
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
|
||||
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
//Use stencil to make sure shadow get only drawn once
|
||||
//And only within object with shader "SH Sprite Shadow Mask"
|
||||
Stencil
|
||||
{
|
||||
Ref [_StencilRef]
|
||||
Comp Equal
|
||||
Pass Zero
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex SpriteVert
|
||||
#pragma fragment Frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ PIXELSNAP_ON
|
||||
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
|
||||
#include "UnitySprites.cginc"
|
||||
|
||||
fixed4 Frag(v2f IN) : SV_Target
|
||||
{
|
||||
fixed4 c = IN.color * _Color;
|
||||
c.a *= SampleSpriteTexture(IN.texcoord).a;
|
||||
|
||||
clip(c.a - 0.01f);
|
||||
|
||||
c.rgb *= c.a;
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c79cf10965b6ea4faa0e432c23c68e4
|
||||
timeCreated: 1586505196
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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|
||||
fileFormatVersion: 2
|
||||
guid: 25e66cc855114ff49a24c2fb8f1f6c9d
|
||||
folderAsset: yes
|
||||
timeCreated: 1586417078
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
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|
||||
fileFormatVersion: 2
|
||||
guid: 2092cd5c2bc8cdc49bce2a9795f90efd
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
After Width: | Height: | Size: 54 KiB |
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|
||||
fileFormatVersion: 2
|
||||
guid: 26fb34fd08b21834b8498f2ab382e9d5
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 11
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 0
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 1
|
||||
wrapV: 1
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