Insanely huge initial commit

This commit is contained in:
2026-02-21 16:40:15 -08:00
parent 208d626100
commit f74c547a13
33825 changed files with 5213498 additions and 0 deletions

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Mobile/VertexLitColor" {
Properties {
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 80
Pass {
Lighting On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float3 Shade1VertexLights (float4 vertex, float3 normal)
{
float3 viewpos = mul (UNITY_MATRIX_MV, vertex).xyz;
float3 viewN = mul ((float3x3)UNITY_MATRIX_IT_MV, normal);
float3 lightColor = UNITY_LIGHTMODEL_AMBIENT.xyz;
float3 toLight = unity_LightPosition[0].xyz - viewpos.xyz * unity_LightPosition[0].w;
float lengthSq = dot(toLight, toLight);
float atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[0].z);
float diff = max (0, dot (viewN, normalize(toLight)));
lightColor += unity_LightColor[0].rgb * (diff * atten);
return lightColor;
}
struct vertexData
{
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
};
struct v2f
{
fixed4 color : COLOR0;
float4 pos : SV_POSITION;
};
v2f vert (vertexData v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = float4 (Shade1VertexLights(v.vertex, v.normal)*2, 1.0)*v.color;
return o;
}
fixed4 frag (v2f i) : COLOR {
return i.color;
}
ENDCG
}
}
}

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guid: 213afb64440d6fb42a216ed80e03c8b7
timeCreated: 1484120671
licenseType: Store
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