This commit is contained in:
Nam Tae Gun 2025-03-01 07:40:27 +09:00
commit 38cf9437df
322 changed files with 30344 additions and 503 deletions

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//Cristian Pop - https://boxophobic.com/
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class SkyboxExtendedShaderGUI : ShaderGUI
{
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
//base.OnGUI(materialEditor, props);
var material0 = materialEditor.target as Material;
DrawDynamicInspector(material0, materialEditor, props);
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using UnityEditor;
using UnityEngine;
public static class SkyboxExtendedWindows
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public static void Discord()
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Application.OpenURL("https://discord.com/invite/znxuXET");
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[MenuItem("Window/BOXOPHOBIC/Skybox Cubemap Extended/Write A Review", false, 9999)]
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packageName: FREE Skybox Extended Shader
packageVersion: 2.2.0
assetPath: Assets/BOXOPHOBIC/Skybox Cubemap Extended/Core/Functions/Compute Rotation
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Skybox/Cubemap Blend"
{
Properties
{
[StyledBanner(Skybox Cubemap Blend)]_SkyboxExtended("< SkyboxExtended >", Float) = 1
[StyledCategory(Cubemap Settings, 5, 10)]_Cubemapp("[ Cubemapp ]", Float) = 1
[NoScaleOffset][StyledTextureSingleLine]_Tex("Cubemap (HDR)", CUBE) = "black" {}
[NoScaleOffset][StyledTextureSingleLine]_Tex_Blend("Cubemap Blend (HDR)", CUBE) = "black" {}
[Space(10)]_CubemapTransition("Cubemap Transition", Range( 0 , 1)) = 0
[Space(10)]_Exposure("Cubemap Exposure", Range( 0 , 8)) = 1
[Gamma]_TintColor("Cubemap Tint Color", Color) = (0.5,0.5,0.5,1)
_CubemapPosition("Cubemap Position", Float) = 0
[StyledCategory(Rotation Settings)]_Rotationn("[ Rotationn ]", Float) = 1
[Toggle(_ENABLEROTATION_ON)] _EnableRotation("Enable Rotation", Float) = 0
[IntRange][Space(10)]_Rotation("Rotation", Range( 0 , 360)) = 0
_RotationSpeed("Rotation Speed", Float) = 1
[StyledCategory(Fog Settings)]_Fogg("[ Fogg ]", Float) = 1
[Toggle(_ENABLEFOG_ON)] _EnableFog("Enable Fog", Float) = 0
[StyledMessage(Info, The fog color is controlled by the fog color set in the Lighting panel., _EnableFog, 1, 10, 0)]_FogMessage("# FogMessage", Float) = 0
[Space(10)]_FogIntensity("Fog Intensity", Range( 0 , 1)) = 1
_FogHeight("Fog Height", Range( 0 , 1)) = 1
_FogSmoothness("Fog Smoothness", Range( 0.01 , 1)) = 0.01
_FogFill("Fog Fill", Range( 0 , 1)) = 0.5
[HideInInspector]_Tex_HDR("DecodeInstructions", Vector) = (0,0,0,0)
[HideInInspector]_Tex_Blend_HDR("DecodeInstructions", Vector) = (0,0,0,0)
[ASEEnd]_FogPosition("Fog Position", Float) = 0
}
SubShader
{
Tags { "RenderType"="Background" "Queue"="Background" "PreviewType"="Skybox" }
LOD 0
CGINCLUDE
#pragma target 2.0
ENDCG
Blend Off
AlphaToMask Off
Cull Off
ColorMask RGBA
ZWrite Off
ZTest LEqual
Pass
{
Name "Unlit"
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
#pragma shader_feature_local _ENABLEFOG_ON
#pragma shader_feature_local _ENABLEROTATION_ON
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 half4 _Tex_Blend_HDR;
uniform half _Rotationn;
uniform half _Fogg;
uniform half _FogMessage;
uniform half _SkyboxExtended;
uniform half4 _Tex_HDR;
uniform half _Cubemapp;
uniform samplerCUBE _Tex;
uniform float _CubemapPosition;
uniform half _Rotation;
uniform half _RotationSpeed;
uniform samplerCUBE _Tex_Blend;
uniform half _CubemapTransition;
uniform half4 _TintColor;
uniform half _Exposure;
uniform float _FogPosition;
uniform half _FogHeight;
uniform half _FogSmoothness;
uniform half _FogFill;
uniform half _FogIntensity;
inline half3 DecodeHDR1189( float4 Data )
{
return DecodeHDR(Data, _Tex_HDR);
}
inline half3 DecodeHDR1224( float4 Data )
{
return DecodeHDR(Data, _Tex_Blend_HDR);
}
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float lerpResult268 = lerp( 1.0 , ( unity_OrthoParams.y / unity_OrthoParams.x ) , unity_OrthoParams.w);
half CAMERA_MODE300 = lerpResult268;
float3 appendResult1220 = (float3(v.vertex.xyz.x , ( v.vertex.xyz.y * CAMERA_MODE300 ) , v.vertex.xyz.z));
float3 appendResult1208 = (float3(0.0 , -_CubemapPosition , 0.0));
half3 VertexPos40_g1 = appendResult1220;
float3 appendResult74_g1 = (float3(0.0 , VertexPos40_g1.y , 0.0));
float3 VertexPosRotationAxis50_g1 = appendResult74_g1;
float3 break84_g1 = VertexPos40_g1;
float3 appendResult81_g1 = (float3(break84_g1.x , 0.0 , break84_g1.z));
float3 VertexPosOtherAxis82_g1 = appendResult81_g1;
half Angle44_g1 = ( 1.0 - radians( ( _Rotation + ( _Time.y * _RotationSpeed ) ) ) );
#ifdef _ENABLEROTATION_ON
float3 staticSwitch1164 = ( ( VertexPosRotationAxis50_g1 + ( VertexPosOtherAxis82_g1 * cos( Angle44_g1 ) ) + ( cross( float3(0,1,0) , VertexPosOtherAxis82_g1 ) * sin( Angle44_g1 ) ) ) + appendResult1208 );
#else
float3 staticSwitch1164 = ( appendResult1220 + appendResult1208 );
#endif
float3 vertexToFrag774 = staticSwitch1164;
o.ase_texcoord1.xyz = vertexToFrag774;
o.ase_texcoord2 = v.vertex;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.w = 0;
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;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float3 vertexToFrag774 = i.ase_texcoord1.xyz;
half4 Data1189 = texCUBE( _Tex, vertexToFrag774 );
half3 localDecodeHDR1189 = DecodeHDR1189( Data1189 );
half4 Data1224 = texCUBE( _Tex_Blend, vertexToFrag774 );
half3 localDecodeHDR1224 = DecodeHDR1224( Data1224 );
float3 lerpResult1227 = lerp( localDecodeHDR1189 , localDecodeHDR1224 , _CubemapTransition);
half4 CUBEMAP222 = ( float4( lerpResult1227 , 0.0 ) * unity_ColorSpaceDouble * _TintColor * _Exposure );
float lerpResult678 = lerp( saturate( pow( (0.0 + (abs( ( i.ase_texcoord2.xyz.y + -_FogPosition ) ) - 0.0) * (1.0 - 0.0) / (_FogHeight - 0.0)) , ( 1.0 - _FogSmoothness ) ) ) , 0.0 , _FogFill);
float lerpResult1205 = lerp( 1.0 , lerpResult678 , _FogIntensity);
half FOG_MASK359 = lerpResult1205;
float4 lerpResult317 = lerp( unity_FogColor , CUBEMAP222 , FOG_MASK359);
#ifdef _ENABLEFOG_ON
float4 staticSwitch1179 = lerpResult317;
#else
float4 staticSwitch1179 = CUBEMAP222;
#endif
finalColor = staticSwitch1179;
return finalColor;
}
ENDCG
}
}
CustomEditor "SkyboxExtendedShaderGUI"
Fallback "Skybox/Cubemap"
}
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//CHKSM=F31A015C85C4E4D83782CA9B79B4BA20B553675C

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fileFormatVersion: 2
guid: 7705790d9e8e16344ad5d7960c568904
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 107400
packageName: FREE Skybox Extended Shader
packageVersion: 2.2.0
assetPath: Assets/BOXOPHOBIC/Skybox Cubemap Extended/Core/Shaders/Skybox Cubemap
Blend.shader
uploadId: 710628

View File

@ -0,0 +1,327 @@
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Skybox/Cubemap Extended"
{
Properties
{
[StyledBanner(Skybox Cubemap Extended)]_SkyboxExtended("< SkyboxExtended >", Float) = 1
[StyledCategory(Cubemap Settings, 5, 10)]_Cubemapp("[ Cubemapp ]", Float) = 1
[NoScaleOffset][StyledTextureSingleLine]_Tex("Cubemap (HDR)", CUBE) = "black" {}
[Space(10)]_Exposure("Cubemap Exposure", Range( 0 , 8)) = 1
[Gamma]_TintColor("Cubemap Tint Color", Color) = (0.5,0.5,0.5,1)
_CubemapPosition("Cubemap Position", Float) = 0
[StyledCategory(Rotation Settings)]_Rotationn("[ Rotationn ]", Float) = 1
[Toggle(_ENABLEROTATION_ON)] _EnableRotation("Enable Rotation", Float) = 0
[IntRange][Space(10)]_Rotation("Rotation", Range( 0 , 360)) = 0
_RotationSpeed("Rotation Speed", Float) = 1
[StyledCategory(Fog Settings)]_Fogg("[ Fogg ]", Float) = 1
[Toggle(_ENABLEFOG_ON)] _EnableFog("Enable Fog", Float) = 0
[StyledMessage(Info, The fog color is controlled by the fog color set in the Lighting panel., _EnableFog, 1, 10, 0)]_FogMessage("# FogMessage", Float) = 0
[Space(10)]_FogIntensity("Fog Intensity", Range( 0 , 1)) = 1
_FogHeight("Fog Height", Range( 0 , 1)) = 1
_FogSmoothness("Fog Smoothness", Range( 0.01 , 1)) = 0.01
_FogFill("Fog Fill", Range( 0 , 1)) = 0.5
[HideInInspector]_Tex_HDR("DecodeInstructions", Vector) = (0,0,0,0)
[ASEEnd]_FogPosition("Fog Position", Float) = 0
}
SubShader
{
Tags { "RenderType"="Background" "Queue"="Background" "PreviewType"="Skybox" }
LOD 0
CGINCLUDE
#pragma target 2.0
ENDCG
Blend Off
AlphaToMask Off
Cull Off
ColorMask RGBA
ZWrite Off
ZTest LEqual
Pass
{
Name "Unlit"
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
#pragma shader_feature_local _ENABLEFOG_ON
#pragma shader_feature_local _ENABLEROTATION_ON
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 half _Cubemapp;
uniform half _SkyboxExtended;
uniform half _Rotationn;
uniform half _FogMessage;
uniform half4 _Tex_HDR;
uniform half _Fogg;
uniform samplerCUBE _Tex;
uniform float _CubemapPosition;
uniform half _Rotation;
uniform half _RotationSpeed;
uniform half4 _TintColor;
uniform half _Exposure;
uniform float _FogPosition;
uniform half _FogHeight;
uniform half _FogSmoothness;
uniform half _FogFill;
uniform half _FogIntensity;
inline half3 DecodeHDR1189( float4 Data )
{
return DecodeHDR(Data, _Tex_HDR);
}
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
float lerpResult268 = lerp( 1.0 , ( unity_OrthoParams.y / unity_OrthoParams.x ) , unity_OrthoParams.w);
half CAMERA_MODE300 = lerpResult268;
float3 appendResult1220 = (float3(v.vertex.xyz.x , ( v.vertex.xyz.y * CAMERA_MODE300 ) , v.vertex.xyz.z));
float3 appendResult1208 = (float3(0.0 , -_CubemapPosition , 0.0));
half3 VertexPos40_g1 = appendResult1220;
float3 appendResult74_g1 = (float3(0.0 , VertexPos40_g1.y , 0.0));
float3 VertexPosRotationAxis50_g1 = appendResult74_g1;
float3 break84_g1 = VertexPos40_g1;
float3 appendResult81_g1 = (float3(break84_g1.x , 0.0 , break84_g1.z));
float3 VertexPosOtherAxis82_g1 = appendResult81_g1;
half Angle44_g1 = ( 1.0 - radians( ( _Rotation + ( _Time.y * _RotationSpeed ) ) ) );
#ifdef _ENABLEROTATION_ON
float3 staticSwitch1164 = ( ( VertexPosRotationAxis50_g1 + ( VertexPosOtherAxis82_g1 * cos( Angle44_g1 ) ) + ( cross( float3(0,1,0) , VertexPosOtherAxis82_g1 ) * sin( Angle44_g1 ) ) ) + appendResult1208 );
#else
float3 staticSwitch1164 = ( appendResult1220 + appendResult1208 );
#endif
float3 vertexToFrag774 = staticSwitch1164;
o.ase_texcoord1.xyz = vertexToFrag774;
o.ase_texcoord2 = v.vertex;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.w = 0;
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;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float3 vertexToFrag774 = i.ase_texcoord1.xyz;
half4 Data1189 = texCUBE( _Tex, vertexToFrag774 );
half3 localDecodeHDR1189 = DecodeHDR1189( Data1189 );
half4 CUBEMAP222 = ( float4( localDecodeHDR1189 , 0.0 ) * unity_ColorSpaceDouble * _TintColor * _Exposure );
float lerpResult678 = lerp( saturate( pow( (0.0 + (abs( ( i.ase_texcoord2.xyz.y + -_FogPosition ) ) - 0.0) * (1.0 - 0.0) / (_FogHeight - 0.0)) , ( 1.0 - _FogSmoothness ) ) ) , 0.0 , _FogFill);
float lerpResult1205 = lerp( 1.0 , lerpResult678 , _FogIntensity);
half FOG_MASK359 = lerpResult1205;
float4 lerpResult317 = lerp( unity_FogColor , CUBEMAP222 , FOG_MASK359);
#ifdef _ENABLEFOG_ON
float4 staticSwitch1179 = lerpResult317;
#else
float4 staticSwitch1179 = CUBEMAP222;
#endif
finalColor = staticSwitch1179;
return finalColor;
}
ENDCG
}
}
CustomEditor "SkyboxExtendedShaderGUI"
Fallback "Skybox/Cubemap"
}
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3300000: //RootNode
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9500000: //RootNode
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B.FBX
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