diff --git a/Resources/Material/DrawDebugLibrary.meta b/Resources/Material/DrawDebugLibrary.meta new file mode 100644 index 0000000..cb6418f --- /dev/null +++ b/Resources/Material/DrawDebugLibrary.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9835f93bdfeb1304ca57bf9d95a2023f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Resources/Material/DrawDebugLibrary/DrawXXL_lines.shader b/Resources/Material/DrawDebugLibrary/DrawXXL_lines.shader new file mode 100644 index 0000000..33a62c6 --- /dev/null +++ b/Resources/Material/DrawDebugLibrary/DrawXXL_lines.shader @@ -0,0 +1,57 @@ +//Reduced code from "Legacy Shaders/Particles/Alpha Blended Premultiply": Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +Shader "DrawXXL/meshLines" { +Properties { +} + +Category { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend One OneMinusSrcAlpha + ColorMask RGB + Cull Off + Lighting Off +ZWrite Off + + SubShader { + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + o.color = v.color; + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + return i.color * i.color.a; + } + ENDCG + } + } +} +} diff --git a/Resources/Material/Graph/UI/XUIBasic.shader.meta b/Resources/Material/DrawDebugLibrary/DrawXXL_lines.shader.meta similarity index 80% rename from Resources/Material/Graph/UI/XUIBasic.shader.meta rename to Resources/Material/DrawDebugLibrary/DrawXXL_lines.shader.meta index a3d788a..eee0536 100644 --- a/Resources/Material/Graph/UI/XUIBasic.shader.meta +++ b/Resources/Material/DrawDebugLibrary/DrawXXL_lines.shader.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 1b840b32ff140044cbe24edf0fea80a5 +guid: 7b2886e515d69c7408d9755f6ce514ed ShaderImporter: externalObjects: {} defaultTextures: [] diff --git a/Resources/Material/DrawDebugLibrary/DrawXXL_lines_overlay.shader b/Resources/Material/DrawDebugLibrary/DrawXXL_lines_overlay.shader new file mode 100644 index 0000000..307978b --- /dev/null +++ b/Resources/Material/DrawDebugLibrary/DrawXXL_lines_overlay.shader @@ -0,0 +1,58 @@ +//Reduced code from "Legacy Shaders/Particles/Alpha Blended Premultiply": Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) + +Shader "DrawXXL/meshLines_overlay" { +Properties { +} + +Category { + Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend Off + ColorMask RGB + Cull Off + Lighting Off +ZWrite Off +ZTest Off + + SubShader { + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + o.color = v.color; + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + return i.color * i.color.a; + } + ENDCG + } + } +} +} diff --git a/Resources/Material/DrawDebugLibrary/DrawXXL_lines_overlay.shader.meta b/Resources/Material/DrawDebugLibrary/DrawXXL_lines_overlay.shader.meta new file mode 100644 index 0000000..20d010b --- /dev/null +++ b/Resources/Material/DrawDebugLibrary/DrawXXL_lines_overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fd64df5d28b8dca4e952ed78c12ea976 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Resources/Material/Graph/UI/XUIBasic.shader b/Resources/Material/Graph/UI/XUIBasic.shader deleted file mode 100644 index ceea92b..0000000 --- a/Resources/Material/Graph/UI/XUIBasic.shader +++ /dev/null @@ -1,292 +0,0 @@ -// Made with Amplify Shader Editor v1.9.9.1 -// Available at the Unity Asset Store - http://u3d.as/y3X -Shader "XUIBasic" -{ - Properties - { - [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} - _Color ("Tint", Color) = (1,1,1,1) - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _ColorMask ("Color Mask", Float) = 15 - - [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 - - _CoordTransform( "CoordTransform", Vector ) = ( 1, 1, 0, 0 ) - _CoordCenterv2( "CoordCenter(v2)", Vector ) = ( 0.5, 0.5, 0, 0 ) - _CoordRotateAngle( "CoordRotateAngle", Float ) = 0 - [KeywordEnum( Gradient,Polygon )] _ElementType( "Element Type", Float ) = 0 - [KeywordEnum( Linear,Sin,Cos,Exponential )] _GradientType( "GradientType", Float ) = 0 - _ExpNumber( "ExpNumber", Float ) = 1 - _ColorA( "Color A", Color ) = ( 0, 1, 0.07612991, 1 ) - _ColorB( "Color B", Color ) = ( 1, 0, 0, 1 ) - _PolygonSides( "PolygonSides", Float ) = 5 - _PolygonSizev2( "PolygonSize(v2)", Vector ) = ( 0.5, 0.5, 0, 0 ) - [KeywordEnum( Normal,Mode,ABS )] _CoordRange( "CoordRange", Float ) = 0 - - } - - SubShader - { - LOD 0 - - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } - - Stencil - { - Ref [_Stencil] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - Comp [_StencilComp] - Pass [_StencilOp] - } - - - Cull Off - Lighting Off - ZWrite Off - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - - Pass - { - Name "Default" - CGPROGRAM - #define ASE_VERSION 19901 - - #pragma vertex vert - #pragma fragment frag - #pragma target 3.5 - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - - #pragma multi_compile_local _ UNITY_UI_CLIP_RECT - #pragma multi_compile_local _ UNITY_UI_ALPHACLIP - - #define ASE_NEEDS_TEXTURE_COORDINATES0 - #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 - #pragma shader_feature_local _ELEMENTTYPE_GRADIENT _ELEMENTTYPE_POLYGON - #pragma shader_feature_local _GRADIENTTYPE_LINEAR _GRADIENTTYPE_SIN _GRADIENTTYPE_COS _GRADIENTTYPE_EXPONENTIAL - #pragma shader_feature_local _COORDRANGE_NORMAL _COORDRANGE_MODE _COORDRANGE_ABS - - - struct appdata_t - { - float4 vertex : POSITION; - float4 color : COLOR; - float2 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - - }; - - struct v2f - { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - float4 worldPosition : TEXCOORD1; - float4 mask : TEXCOORD2; - UNITY_VERTEX_OUTPUT_STEREO - - }; - - sampler2D _MainTex; - fixed4 _Color; - fixed4 _TextureSampleAdd; - float4 _ClipRect; - float4 _MainTex_ST; - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - - uniform float4 _ColorA; - uniform float4 _ColorB; - uniform float4 _CoordTransform; - uniform float2 _CoordCenterv2; - uniform float _CoordRotateAngle; - uniform float _ExpNumber; - uniform float2 _PolygonSizev2; - uniform float _PolygonSides; - - - v2f vert(appdata_t v ) - { - v2f OUT; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); - - - - v.vertex.xyz += float3( 0, 0, 0 ) ; - - float4 vPosition = UnityObjectToClipPos(v.vertex); - OUT.worldPosition = v.vertex; - OUT.vertex = vPosition; - - float2 pixelSize = vPosition.w; - pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - OUT.texcoord = v.texcoord; - OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); - - OUT.color = v.color * _Color; - return OUT; - } - - fixed4 frag(v2f IN ) : SV_Target - { - //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) - //The incoming alpha could have numerical instability, which makes it very sensible to - //HDR color transparency blend, when it blends with the world's texture. - const half alphaPrecision = half(0xff); - const half invAlphaPrecision = half(1.0/alphaPrecision); - IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision; - - float2 texCoord1 = IN.texcoord.xy * (_CoordTransform).xy + (_CoordTransform).zw; - float cos2 = cos( ( ( _CoordRotateAngle * 2.0 ) * UNITY_PI ) ); - float sin2 = sin( ( ( _CoordRotateAngle * 2.0 ) * UNITY_PI ) ); - float2 rotator2 = mul( texCoord1 - _CoordCenterv2 , float2x2( cos2 , -sin2 , sin2 , cos2 )) + _CoordCenterv2; - float2 temp_output_2_0_g3 = rotator2; - float2 temp_output_3_0_g3 = float2( 1,1 ); - float2 temp_output_1_0_g3 = ( temp_output_2_0_g3 % temp_output_3_0_g3 ); - float2 temp_output_6_0_g3 = saturate( sign( temp_output_2_0_g3 ) ); - float2 lerpResult4_g3 = lerp( ( ( temp_output_1_0_g3 + temp_output_3_0_g3 ) % temp_output_3_0_g3 ) , temp_output_1_0_g3 , temp_output_6_0_g3); - #if defined( _COORDRANGE_NORMAL ) - float2 staticSwitch26 = rotator2; - #elif defined( _COORDRANGE_MODE ) - float2 staticSwitch26 = lerpResult4_g3; - #elif defined( _COORDRANGE_ABS ) - float2 staticSwitch26 = abs( rotator2 ); - #else - float2 staticSwitch26 = rotator2; - #endif - float temp_output_18_0 = (staticSwitch26).x; - #if defined( _GRADIENTTYPE_LINEAR ) - float staticSwitch13 = temp_output_18_0; - #elif defined( _GRADIENTTYPE_SIN ) - float staticSwitch13 = sin( temp_output_18_0 ); - #elif defined( _GRADIENTTYPE_COS ) - float staticSwitch13 = cos( temp_output_18_0 ); - #elif defined( _GRADIENTTYPE_EXPONENTIAL ) - float staticSwitch13 = pow( temp_output_18_0 , _ExpNumber ); - #else - float staticSwitch13 = temp_output_18_0; - #endif - float temp_output_2_0_g4 = _PolygonSides; - float cosSides12_g4 = cos( ( UNITY_PI / temp_output_2_0_g4 ) ); - float2 appendResult18_g4 = (float2(( _PolygonSizev2.x * cosSides12_g4 ) , ( _PolygonSizev2.y * cosSides12_g4 ))); - float2 break23_g4 = ( (staticSwitch26*2.0 + -1.0) / appendResult18_g4 ); - float polarCoords30_g4 = atan2( break23_g4.x , -break23_g4.y ); - float temp_output_52_0_g4 = ( 6.28318548202515 / temp_output_2_0_g4 ); - float2 appendResult25_g4 = (float2(break23_g4.x , -break23_g4.y)); - float2 finalUVs29_g4 = appendResult25_g4; - float temp_output_44_0_g4 = ( cos( ( ( floor( ( 0.5 + ( polarCoords30_g4 / temp_output_52_0_g4 ) ) ) * temp_output_52_0_g4 ) - polarCoords30_g4 ) ) * length( finalUVs29_g4 ) ); - #if defined( _ELEMENTTYPE_GRADIENT ) - float staticSwitch11 = staticSwitch13; - #elif defined( _ELEMENTTYPE_POLYGON ) - float staticSwitch11 = saturate( ( ( 1.0 - temp_output_44_0_g4 ) / fwidth( temp_output_44_0_g4 ) ) ); - #else - float staticSwitch11 = staticSwitch13; - #endif - float4 lerpResult14 = lerp( _ColorA , _ColorB , staticSwitch11); - float4 appendResult7 = (float4(lerpResult14)); - - - half4 color = appendResult7; - - #ifdef UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color.a *= m.x * m.y; - #endif - - #ifdef UNITY_UI_ALPHACLIP - clip (color.a - 0.001); 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