This commit is contained in:
2026-06-02 08:27:03 +07:00
parent 7889064469
commit a48cd962e1
4232 changed files with 2 additions and 36881 deletions

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// Made with Amplify Shader Editor v1.9.1.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Invector/RangeIndicator/"
{
Properties
{
[HDR]_Color("Color", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
[ASEEnd]_FalloffTex("FalloffTex", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 0
CGINCLUDE
#pragma target 3.0
ENDCG
Blend DstColor One
AlphaToMask Off
Cull Back
ColorMask RGB
ZWrite Off
ZTest LEqual
Offset -1 , -1
Pass
{
Name "SubShader 0 Pass 0"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_VERT_POSITION
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _Color;
uniform sampler2D _MainTex;
float4x4 unity_Projector;
uniform sampler2D _FalloffTex;
float4x4 unity_ProjectorClip;
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float4 vertexToFrag11 = mul( unity_Projector, v.vertex );
o.ase_texcoord1 = vertexToFrag11;
float4 vertexToFrag15 = mul( unity_ProjectorClip, v.vertex );
o.ase_texcoord2 = vertexToFrag15;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
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float3 WorldPosition = i.worldPos;
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float4 vertexToFrag15 = i.ase_texcoord2;
finalColor = ( appendResult25 * tex2D( _FalloffTex, ( (vertexToFrag15).xy / (vertexToFrag15).w ) ).a );
return finalColor;
}
ENDCG
}
}
Fallback Off
}
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