Skip to content
This repository has been archived by the owner on Sep 2, 2021. It is now read-only.

Commit

Permalink
WIP
Browse files Browse the repository at this point in the history
  • Loading branch information
ousttrue committed Aug 30, 2018
1 parent 7d9db07 commit 732ee43
Show file tree
Hide file tree
Showing 9 changed files with 189 additions and 0 deletions.
9 changes: 9 additions & 0 deletions UniUnlit.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions UniUnlit/Editor.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

16 changes: 16 additions & 0 deletions UniUnlit/Editor/UniUnlitEditor.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;


namespace UniGLTF
{
public class UniUnlitEditor : ShaderGUI
{
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
base.OnGUI(materialEditor, properties);
}
}
}
12 changes: 12 additions & 0 deletions UniUnlit/Editor/UniUnlitEditor.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions UniUnlit/Resources.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

48 changes: 48 additions & 0 deletions UniUnlit/Resources/NewSurfaceShader.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,48 @@
Shader "Custom/NewSurfaceShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200

CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows

// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0

sampler2D _MainTex;

struct Input {
float2 uv_MainTex;
};

half _Glossiness;
half _Metallic;
fixed4 _Color;

// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END

void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
9 changes: 9 additions & 0 deletions UniUnlit/Resources/NewSurfaceShader.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

68 changes: 68 additions & 0 deletions UniUnlit/Resources/UniUnlit.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,68 @@
Shader "UniGLTF/UniUnlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Main Color", COLOR) = (1,1,1,1)

[HideInInspector] _CullMode ("_CullMode", Float) = 2.0
[HideInInspector] _SrcBlend ("_SrcBlend", Float) = 1.0
[HideInInspector] _DstBlend ("_DstBlend", Float) = 0.0

// ZWrite
// VertexColor
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};

sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;

v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}

fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
CustomEditor "UniGLTF.UniUnlitEditor"
}
9 changes: 9 additions & 0 deletions UniUnlit/Resources/UniUnlit.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

0 comments on commit 732ee43

Please sign in to comment.