Insanely huge initial commit

This commit is contained in:
2026-02-21 17:04:05 -08:00
parent 9cdd36191a
commit 613d75914a
22525 changed files with 4035207 additions and 0 deletions

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using UnityEngine;
namespace Com.LuisPedroFonseca.ProCamera2D
{
/// <summary>
/// Basic blit class used by the ProCamera2DTransitionFX extension
/// </summary>
[ExecuteInEditMode]
public class BasicBlit : MonoBehaviour
{
public Material CurrentMaterial;
void OnRenderImage(RenderTexture src, RenderTexture dst)
{
if (CurrentMaterial != null)
Graphics.Blit(src, dst, CurrentMaterial);
}
}
}

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m_ObjectHideFlags: 0
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m_PrefabInternal: {fileID: 0}
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m_Offset: {x: 0, y: 0}
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name: _ZWrite
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name: _UVSec
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name: _Mode
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name: _Metallic
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second: 0
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Shader "Hidden/ProCamera2D/TransitionsFX/Blinds"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Range(0, 1)) = 0
_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
_Direction ("Direction", Int) = 0
_Blinds ("Blinds", Int) = 2
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Step;
float4 _BackgroundColor;
int _Direction;
int _Blinds;
fixed4 frag (v2f i) : SV_Target
{
fixed4 colour = _BackgroundColor;
if (_Direction == 0 && frac(i.uv.x * _Blinds) < 1 - _Step)
colour = tex2D(_MainTex, i.uv);
else if (_Direction == 1 && frac(i.uv.x * _Blinds) > _Step)
colour = tex2D(_MainTex, i.uv);
else if (_Direction == 2 && frac(i.uv.y * _Blinds) > _Step)
colour = tex2D(_MainTex, i.uv);
else if (_Direction == 3 && frac(i.uv.y * _Blinds) < 1 - _Step)
colour = tex2D(_MainTex, i.uv);
return colour;
}
ENDCG
}
}
}

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Shader "Hidden/ProCamera2D/TransitionsFX/Circle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Range(0, 1)) = 0
_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Step;
float4 _BackgroundColor;
fixed4 frag (v2f i) : SV_Target
{
fixed4 colour = _BackgroundColor;
float aspectRatio = _ScreenParams.y / _ScreenParams.x;
if (sqrt((float)(pow(i.uv.x - 0.5, 2) + pow((i.uv.y - 0.5) * aspectRatio, 2) < 0.5 - (_Step / 2))))
colour = tex2D(_MainTex, i.uv);
return colour;
}
ENDCG
}
}
}

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Shader "Hidden/ProCamera2D/TransitionsFX/Fade"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Range(0, 1)) = 0
_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Step;
float4 _BackgroundColor;
fixed4 frag (v2f i) : SV_Target
{
fixed4 colour = _BackgroundColor;
colour = tex2D(_MainTex, i.uv);
return (saturate(colour) * (1 - _Step)) + (_BackgroundColor * _Step);
}
ENDCG
}
}
}

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Shader "Hidden/ProCamera2D/TransitionsFX/Shutters"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Range(0, 1)) = 0
_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
_Direction ("Direction", Int) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Step;
float4 _BackgroundColor;
int _Direction;
fixed4 frag (v2f i) : SV_Target
{
fixed4 colour = _BackgroundColor;
if (_Direction == 0 && i.uv.x > _Step / 2 && i.uv.x < 1 - (_Step / 2))
colour = tex2D(_MainTex, i.uv);
else if (_Direction == 1 && i.uv.y > _Step / 2 && i.uv.y < 1 - (_Step / 2))
colour = tex2D(_MainTex, i.uv);
return colour;
}
ENDCG
}
}
}

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// Adapted from a tutorial by https://twitter.com/DanielJMoran
Shader "Hidden/ProCamera2D/TransitionsFX/Texture"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Range(0, 1)) = 0
_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
_TransitionTex("Transition Texture", 2D) = "white" {}
_Smoothing ("Smoothing", Range(0, 1)) = .1
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Step;
float4 _BackgroundColor;
sampler2D _TransitionTex;
float _Smoothing;
fixed4 frag (v2f i) : SV_Target
{
if(_Step == 1)
return _BackgroundColor;
fixed4 transitTex = tex2D(_TransitionTex, i.uv);
fixed4 colour = tex2D(_MainTex, i.uv);
if (_Step >= transitTex.r)
{
float alpha = 1;
if(_Step > 1 - _Smoothing)
alpha = (_Step - transitTex.r) / (1 - _Step);
else
alpha = (_Step - transitTex.r) / _Smoothing;
alpha = clamp(alpha, 0, 1);
return lerp(colour, _BackgroundColor, alpha);
}
return colour;
}
ENDCG
}
}
}

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Shader "Hidden/ProCamera2D/TransitionsFX/Wipe"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Step ("Step", Range(0, 1)) = 0
_BackgroundColor ("Background Color", Color) = (0, 0, 0, 1)
_Direction ("Direction", Int) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Step;
float4 _BackgroundColor;
int _Direction;
fixed4 frag (v2f i) : SV_Target
{
fixed4 colour = _BackgroundColor;
if (_Direction == 0 && i.uv.x < 1 - _Step)
colour = tex2D(_MainTex, i.uv);
else if(_Direction == 1 && i.uv.x > _Step)
colour = tex2D(_MainTex, i.uv);
else if(_Direction == 2 && i.uv.y > _Step)
colour = tex2D(_MainTex, i.uv);
else if(_Direction == 3 && i.uv.y < 1 - _Step)
colour = tex2D(_MainTex, i.uv);
return colour;
}
ENDCG
}
}
}

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