Commit 58c7edd6 authored by xujr's avatar xujr

资源整理,果汁新方案测试

parent 1973fc04
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AutoRotate : MonoBehaviour
{
//添加旋转开关
public bool Spinswitch = true; //是否开始旋转,默认开启
//旋转速度设定,正值顺时针,负值逆时针
public int speed = 1; //旋转的速度
// Start is called before the first frame update
void Start()
{
}
void Update ()
{
if(Spinswitch = true)
{
//按照设定的速度,开始旋转
this.transform.Rotate(Vector3.up*speed*Time.deltaTime);
}
else
{
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//物体旋转脚本
public class AutoRotate : MonoBehaviour
{
//添加旋转开关
public bool Spinswitch = true; //是否开始旋转,默认开启
//旋转速度设定,正值顺时针,负值逆时针
public int speed = 1; //旋转的速度
// Start is called before the first frame update
void Start()
{
}
void Update ()
{
if(Spinswitch = true)
{
//按照设定的速度,开始旋转
this.transform.Rotate(Vector3.up*speed*Time.deltaTime);
}
else
{
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//物体旋转脚本
public class AutoRotate : MonoBehaviour
{
//添加旋转开关
public bool Spinswitch = true; //是否开始旋转,默认开启
//旋转速度设定,正值顺时针,负值逆时针
public int speed = 1; //旋转的速度
// Start is called before the first frame update
void Start()
{
}
void Update ()
{
if(Spinswitch = true)
{
//按照设定的速度,开始旋转
this.transform.Rotate(Vector3.up*speed*Time.deltaTime);
}
else
{
}
}
}
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m_Name: ground
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
......
......@@ -62,9 +62,9 @@ Material:
- _DetailNormalMapScale: 1
- _DstBlend: 10
- _GlossMapScale: 1
- _Glossiness: 0.815
- _Glossiness: 0
- _GlossyReflections: 1
- _Metallic: 0.001
- _Metallic: 0
- _Mode: 3
- _OcclusionStrength: 1
- _Parallax: 0.02
......@@ -74,5 +74,5 @@ Material:
- _UVSec: 0
- _ZWrite: 0
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 0.019607844}
- _Color: {r: 1, g: 1, b: 1, a: 0.4117647}
- _EmissionColor: {r: 0.103773594, g: 0.103773594, b: 0.103773594, a: 1}
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// Toony Colors Free
// (c) 2012,2016 Jean Moreno
// Want more features ? Check out Toony Colors Pro+Mobile 2 !
// http://www.jeanmoreno.com/toonycolorspro/
Shader "Toony Colors Free/Regular"
{
Properties
{
//TOONY COLORS
_Color ("Color", Color) = (0.5,0.5,0.5,1.0)
_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
//DIFFUSE
_MainTex ("Main Texture (RGB)", 2D) = "white" {}
//TOONY COLORS RAMP
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf ToonyColorsCustom fullforwardshadows
//#pragma target 2.0
//#pragma glsl
//================================================================
// VARIABLES
fixed4 _Color;
sampler2D _MainTex;
struct Input
{
half2 uv_MainTex;
};
//================================================================
// CUSTOM LIGHTING
//Lighting-related variables
fixed4 _HColor;
fixed4 _SColor;
sampler2D _Ramp;
//Custom SurfaceOutput
struct SurfaceOutputCustom
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Alpha;
};
inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
{
s.Normal = normalize(s.Normal);
fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
//#if !(POINT) && !(SPOT)
ramp *= atten;
//#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
fixed4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp;
c.a = s.Alpha;
//#if (POINT || SPOT)
//c.rgb *= atten;
//#endif
return c;
}
//================================================================
// SURFACE FUNCTION
void surf (Input IN, inout SurfaceOutputCustom o)
{
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb * _Color.rgb;
o.Alpha = mainTex.a * _Color.a;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "TCF_MaterialInspector"
}
fileFormatVersion: 2
guid: 4609c28b77ae6c04689a8ba2b2fccba7
ShaderImporter:
defaultTextures: []
userData: USER,FCUSTOM_LIGHTING_FORCE,FFORCE_SM2,FTEXTURE_RAMP,FCUSTOM_LIGHTING,chFB24D538
// Toony Colors Free
// (c) 2012,2016 Jean Moreno
// Want more features ? Check out Toony Colors Pro+Mobile 2 !
// http://www.jeanmoreno.com/toonycolorspro/
Shader "Toony Colors Free/Rim Alpha"
{
Properties
{
//TOONY COLORS
_Color ("Color", Color) = (0.5,0.5,0.5,1.0)
_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
//DIFFUSE
_MainTex ("Main Texture (RGB)", 2D) = "white" {}
//TOONY COLORS RAMP
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
//RIM LIGHT
_RimMin ("Rim Min", Range(0,1)) = 0.5
_RimMax ("Rim Max", Range(0,1)) = 1.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf ToonyColorsCustom
#pragma target 2.0
#pragma glsl
//================================================================
// VARIABLES
fixed4 _Color;
sampler2D _MainTex;
fixed _RimMin;
fixed _RimMax;
float4 _RimDir;
struct Input
{
half2 uv_MainTex;
float3 viewDir;
};
//================================================================
// CUSTOM LIGHTING
//Lighting-related variables
fixed4 _HColor;
fixed4 _SColor;
sampler2D _Ramp;
//Custom SurfaceOutput
struct SurfaceOutputCustom
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Alpha;
};
inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
{
s.Normal = normalize(s.Normal);
fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
#if !(POINT) && !(SPOT)
ramp *= atten;
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
fixed4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp;
c.a = s.Alpha;
#if (POINT || SPOT)
c.rgb *= atten;
#endif
return c;
}
//================================================================
// SURFACE FUNCTION
void surf (Input IN, inout SurfaceOutputCustom o)
{
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb * _Color.rgb;
//Rim
float3 viewDir = normalize(IN.viewDir);
half rim = saturate( dot(viewDir, o.Normal) );
rim = smoothstep(_RimMin, _RimMax, rim);
o.Alpha = rim * _Color.a * mainTex.a;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "TCF_MaterialInspector"
}
fileFormatVersion: 2
guid: f4fbbe2f8729cc1458088113b8efa3ad
ShaderImporter:
defaultTextures: []
userData: USER,FCUSTOM_LIGHTING_FORCE,FFORCE_SM2,FTEXTURE_RAMP,FCUSTOM_LIGHTING,FRIM,chD805CE47
// Toony Colors Free
// (c) 2012,2016 Jean Moreno
// Want more features ? Check out Toony Colors Pro+Mobile 2 !
// http://www.jeanmoreno.com/toonycolorspro/
Shader "Toony Colors Free/Rim Lighting"
{
Properties
{
//TOONY COLORS
_Color ("Color", Color) = (0.5,0.5,0.5,1.0)
_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
//DIFFUSE
_MainTex ("Main Texture (RGB)", 2D) = "white" {}
//TOONY COLORS RAMP
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
//RIM LIGHT
_RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6)
_RimMin ("Rim Min", Range(0,1)) = 0.5
_RimMax ("Rim Max", Range(0,1)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf ToonyColorsCustom
#pragma target 2.0
#pragma glsl
//================================================================
// VARIABLES
fixed4 _Color;
sampler2D _MainTex;
fixed4 _RimColor;
fixed _RimMin;
fixed _RimMax;
float4 _RimDir;
struct Input
{
half2 uv_MainTex;
float3 viewDir;
};
//================================================================
// CUSTOM LIGHTING
//Lighting-related variables
fixed4 _HColor;
fixed4 _SColor;
sampler2D _Ramp;
//Custom SurfaceOutput
struct SurfaceOutputCustom
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Alpha;
};
inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
{
s.Normal = normalize(s.Normal);
fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
#if !(POINT) && !(SPOT)
ramp *= atten;
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
fixed4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp;
c.a = s.Alpha;
#if (POINT || SPOT)
c.rgb *= atten;
#endif
return c;
}
//================================================================
// SURFACE FUNCTION
void surf (Input IN, inout SurfaceOutputCustom o)
{
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb * _Color.rgb;
o.Alpha = mainTex.a * _Color.a;
//Rim
float3 viewDir = normalize(IN.viewDir);
half rim = 1.0f - saturate( dot(viewDir, o.Normal) );
rim = smoothstep(_RimMin, _RimMax, rim);
o.Emission += (_RimColor.rgb * rim) * _RimColor.a;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "TCF_MaterialInspector"
}
fileFormatVersion: 2
guid: 81ae609a37b59f043ac4256abae11b2e
ShaderImporter:
defaultTextures: []
userData: USER,FCUSTOM_LIGHTING_FORCE,FFORCE_SM2,FTEXTURE_RAMP,FCUSTOM_LIGHTING,FRIM,chD805CE47
// Toony Colors Free
// (c) 2012,2016 Jean Moreno
// Want more features ? Check out Toony Colors Pro+Mobile 2 !
// http://www.jeanmoreno.com/toonycolorspro/
Shader "Toony Colors Free/Rim Outline"
{
Properties
{
//TOONY COLORS
_Color ("Color", Color) = (0.5,0.5,0.5,1.0)
_HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
_SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
//DIFFUSE
_MainTex ("Main Texture (RGB)", 2D) = "white" {}
//TOONY COLORS RAMP
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
//RIM LIGHT
_RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.6)
_RimMin ("Rim Min", Range(0,1)) = 0.5
_RimMax ("Rim Max", Range(0,1)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf ToonyColorsCustom
#pragma target 2.0
#pragma glsl
//================================================================
// VARIABLES
fixed4 _Color;
sampler2D _MainTex;
fixed4 _RimColor;
fixed _RimMin;
fixed _RimMax;
float4 _RimDir;
struct Input
{
half2 uv_MainTex;
float3 viewDir;
};
//================================================================
// CUSTOM LIGHTING
//Lighting-related variables
fixed4 _HColor;
fixed4 _SColor;
sampler2D _Ramp;
//Custom SurfaceOutput
struct SurfaceOutputCustom
{
fixed3 Albedo;
fixed3 Normal;
fixed3 Emission;
half Specular;
fixed Alpha;
};
inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
{
s.Normal = normalize(s.Normal);
fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
#if !(POINT) && !(SPOT)
ramp *= atten;
#endif
_SColor = lerp(_HColor, _SColor, _SColor.a); //Shadows intensity through alpha
ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
fixed4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp;
c.a = s.Alpha;
#if (POINT || SPOT)
c.rgb *= atten;
#endif
return c;
}
//================================================================
// SURFACE FUNCTION
void surf (Input IN, inout SurfaceOutputCustom o)
{
fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = mainTex.rgb * _Color.rgb;
o.Alpha = mainTex.a * _Color.a;
//Rim
float3 viewDir = normalize(IN.viewDir);
half rim = 1.0f - saturate( dot(viewDir, o.Normal) );
rim = smoothstep(_RimMin, _RimMax, rim);
o.Emission += (_RimColor.rgb * rim) * _RimColor.a;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "TCF_MaterialInspector"
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