Added many other

This commit is contained in:
2026-08-06 18:56:32 +03:00
parent 9f2fd08ee5
commit d9d7ee49d2
2144 changed files with 1115424 additions and 1284 deletions
@@ -0,0 +1,91 @@
Shader "Enviro/BumpedDiffuseOverlaySM2" {
//
// Tomasz Stobierski 2012
//
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_Opacity ("Color over opacity", Range (0, 1)) = 1
_MainTex ("Color over (RGBA)", 2D) = "white" {}
_BumpMap ("Normalmap over", 2D) = "bump" {}
_MainTex2 ("Color under (RGBA)", 2D) = "white" {}
_BumpMap2 ("Normalmap under", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf Lambert
#pragma exclude_renderers flash
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _MainTex2;
sampler2D _BumpMap2;
fixed4 _Color;
float _Opacity;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_MainTex2;
float2 uv_BumpMap2;
};
void surf (Input IN, inout SurfaceOutput o) {
float4 tex = tex2D(_MainTex, IN.uv_MainTex);
float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2);
float4 dest;
_Opacity*=tex.a;
dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb);
dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity);
dest.rgb *= _Color.rgb;
o.Albedo = dest.rgb;
o.Alpha = tex2.a * _Color.a;
float4 norm = tex2D(_BumpMap, IN.uv_BumpMap);
float4 norm2 = tex2D(_BumpMap2, IN.uv_BumpMap2);
dest = norm2<=0.5 ? 2*norm*norm2 : 1-2*(1-norm)*(1-norm2);
dest = lerp(norm2, dest, _Opacity);
o.Normal = UnpackNormal(dest);
}
ENDCG
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf Lambert
#pragma only_renderers flash
sampler2D _MainTex;
sampler2D _MainTex2;
fixed4 _Color;
float _Opacity;
struct Input {
float2 uv_MainTex;
float2 uv_MainTex2;
};
void surf (Input IN, inout SurfaceOutput o) {
float4 tex = tex2D(_MainTex, IN.uv_MainTex);
float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2);
float4 dest;
_Opacity*=tex.a;
dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb);
dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity);
dest.rgb *= _Color.rgb;
o.Albedo = dest.rgb;
o.Alpha = tex2.a * _Color.a;
}
ENDCG
}
FallBack "Bumped Diffuse"
}
@@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: 215b9e3f569971a4f9925317d037e62e
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 6947
packageName: Rock and Boulders 2
packageVersion: 1.2
assetPath: Assets/Rocks and Boulders 2/Shaders/Blend SM2.shader
uploadId: 228760
@@ -0,0 +1,58 @@
Shader "Enviro/BumpedDiffuseOverlaySM3" {
//
// Tomasz Stobierski 2012
//
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_Opacity ("Color over opacity", Range (0, 1)) = 1
_MainTex ("Color over (RGBA)", 2D) = "white" {}
_BumpMap ("Normalmap over", 2D) = "bump" {}
_MainTex2 ("Color under (RGBA)", 2D) = "white" {}
_BumpMap2 ("Normalmap under", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _MainTex2;
sampler2D _BumpMap2;
fixed4 _Color;
float _Opacity;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_MainTex2;
float2 uv_BumpMap2;
};
void surf (Input IN, inout SurfaceOutput o) {
float4 tex = tex2D(_MainTex, IN.uv_MainTex);
float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2);
float4 dest;
_Opacity*=tex.a;
dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb);
dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity);
dest.rgb *= _Color.rgb;
o.Albedo = dest.rgb;
o.Alpha = tex2.a * _Color.a;
float4 norm = tex2D(_BumpMap, IN.uv_BumpMap);
float4 norm2 = tex2D(_BumpMap2, IN.uv_BumpMap2);
dest = norm2<=0.5 ? 2*norm*norm2 : 1-2*(1-norm)*(1-norm2);
dest = lerp(norm2, dest, _Opacity);
o.Normal = UnpackNormal(dest);
}
ENDCG
}
FallBack "Bumped Diffuse"
}
@@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: d67ad3fcf65693f4fb110205f1fe4a0e
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
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serializedVersion: 1
productId: 6947
packageName: Rock and Boulders 2
packageVersion: 1.2
assetPath: Assets/Rocks and Boulders 2/Shaders/Blend SM3.shader
uploadId: 228760
@@ -0,0 +1,23 @@
using UnityEngine;
using System.Collections;
public class RotateGameObject : MonoBehaviour {
public float rot_speed_x=0;
public float rot_speed_y=0;
public float rot_speed_z=0;
public bool local=false;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void FixedUpdate () {
if (local) {
transform.RotateAroundLocal(transform.up, Time.fixedDeltaTime*rot_speed_x);
} else {
transform.Rotate(Time.fixedDeltaTime*new Vector3(rot_speed_x,rot_speed_y,rot_speed_z), Space.World);
}
}
}
@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: 8922ed451d14d75478d2565754f0c719
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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serializedVersion: 1
productId: 6947
packageName: Rock and Boulders 2
packageVersion: 1.2
assetPath: Assets/Rocks and Boulders 2/Shaders/RotateGameObject.cs
uploadId: 228760
@@ -0,0 +1,6 @@
Free desaturate image effect by SixTimesNothing
Blend SM2 and Blend SM3 shader by Tomasz Stobierski aka tomaszek (use only with assets in this package)
package looks better with Relief shaders:
http://u3d.as/content/tomasz-stobierski/rtp-relief-terrain-pack/3Jy
@@ -0,0 +1,13 @@
fileFormatVersion: 2
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packageName: Rock and Boulders 2
packageVersion: 1.2
assetPath: Assets/Rocks and Boulders 2/Shaders/shader info.txt
uploadId: 228760