This commit is contained in:
Gerard Gascón 2025-02-02 23:44:44 +01:00
commit f5c1616018
679 changed files with 188502 additions and 0 deletions

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#ifndef BLUR_CG_INCLUDED
#define BLUR_CG_INCLUDED
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float4 color : COLOR;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.color = v.color;
return o;
}
#define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
#endif // BLUR_CG_INCLUDED

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35
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Shader "Geri/Blur"
{
Properties
{
_Radius("Radius", Range(0, 4)) = 1
[HideInInspector] _MainTex ("Sprite Texture", 2D) = "white" {}
}
Category
{
Tags
{
"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque"
}
SubShader
{
GrabPass
{
Tags
{
"LightMode" = "Always"
}
}
Pass
{
Tags
{
"LightMode" = "Always"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "Blur.cginc"
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Radius;
int _Enabled;
half4 first_pass(v2f i) {
half4 sum = half4(0, 0, 0, 0);
sum += GRABXYPIXEL(0.0, 0.0);
int measurments = 1;
for (float range = 1.f; range <= _Radius * 2; range += 1.f)
{
sum += GRABXYPIXEL(range, range);
sum += GRABXYPIXEL(-range, range);
sum += GRABXYPIXEL(range, 0);
sum += GRABXYPIXEL(0, range);
measurments += 4;
}
half4 color = sum / measurments;
i.color.a *= _Radius / 4.0;
color = i.color * i.color.a + color * (1 - i.color.a);
return color;
}
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{
return first_pass(i);
}
ENDCG
}
}
}
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Shader "Geri/Level Background"
{
Properties
{
[PerRendererData] _Color1 ("Color 1", Color) = (1,1,1,1)
[PerRendererData] _Color2 ("Color 2", Color) = (0,0,0,1)
[PerRendererData] _Opacity ("Opacity", Float) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color1;
fixed4 _Color2;
float _Opacity;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = v.vertex;
OUT.texcoord = v.texcoord;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
bool is_color_1 = int(floor(2 * (IN.texcoord.x + IN.texcoord.y))) % 2 == 0;
half4 color = _Color1 * is_color_1 + _Color2 * (1 - is_color_1);
color.a = _Opacity;
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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Shader "Geri/Level Dotted Background"
{
Properties
{
[PerRendererData] _Color1 ("Color 1", Color) = (1,1,1,1)
[PerRendererData] _Color2 ("Color 2", Color) = (0,0,0,1)
[PerRendererData] _Opacity ("Opacity", Float) = 1
_Separation ("Separation", Range(.1, 10)) = 1
_Radius ("Radius", Range(0, .5)) = .25
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
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Cull Off
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Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color1;
fixed4 _Color2;
float _Opacity;
float _Separation;
float _Radius;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = v.vertex;
OUT.texcoord = v.texcoord;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
float2 uv = abs(IN.texcoord) * (1 / _Separation) % 1;
float dist1 = distance(uv, float2(.5, .5));
float dist2 = distance(uv, float2(0.0, 0.0));
float dist3 = distance(uv, float2(0.0, 1.0));
float dist4 = distance(uv, float2(1.0, 0.0));
float dist5 = distance(uv, float2(1.0, 1.0));
bool is_color_1 = (dist1 <= _Radius) + (dist2 <= _Radius) + (dist3 <= _Radius) + (dist4 <= _Radius) + (dist5 <= _Radius) != 0;
half4 color = _Color1 * is_color_1 + _Color2 * (1 - is_color_1);
color.a = _Opacity;
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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Shader "Geri/Level Sine Background"
{
Properties
{
[PerRendererData] _Color1 ("Color 1", Color) = (1,1,1,1)
[PerRendererData] _Color2 ("Color 2", Color) = (0,0,0,1)
[PerRendererData] _Opacity ("Opacity", Float) = 1
}
SubShader
{
Tags
{
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"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
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ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color1;
fixed4 _Color2;
float _Opacity;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = v.vertex;
OUT.texcoord = v.texcoord;
return OUT;
}
float2 rotate_uv(float2 uv, float rotation)
{
rotation = radians(rotation);
float s = sin(rotation);
float c = cos(rotation);
float2x2 rotation_matrix = float2x2(c, -s, s, c);
rotation_matrix *= 0.5;
rotation_matrix += 0.5;
rotation_matrix = rotation_matrix * 2 - 1;
uv.xy = mul(uv.xy, rotation_matrix);
return uv;
}
fixed4 frag(v2f IN) : SV_Target
{
IN.texcoord = rotate_uv(IN.texcoord, -45);
bool is_color_1 = int(floor(cos(IN.texcoord.x) + 2 * IN.texcoord.y)) % 2 == 0;
half4 color = _Color1 * is_color_1 + _Color2 * (1 - is_color_1);
color.a = _Opacity;
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
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Shader "Geri/UI Stripes"
{
Properties
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{
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#endif
#ifdef UNITY_UI_ALPHACLIP
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#endif
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}
ENDCG
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