유니티 셋팅

This commit is contained in:
2026-03-27 16:34:08 +09:00
parent 474bda26cd
commit d76f078a89
1400 changed files with 116263 additions and 0 deletions

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Shader "MeshBaker/AlbedoShader" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
}
Category{
Lighting Off
ZWrite On
Cull Back
SubShader{
Pass{
SetTexture[_MainTex]{
}
}
}
}
}

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Shader "MeshBaker/NormalMapShader" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
}
Category{
Lighting Off
ZWrite On
Cull Back
SubShader{
Pass{
SetTexture[_MainTex]{
}
}
}
}
}

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Shader "MeshBaker/NormalMapShaderSwizzle"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 ConvertNormalFormatFromUnity_ToStandard(fixed4 c) {
fixed4 n;
n.a = 0.0;
n.x = c.a * 2.0 - 1.0;
n.y = c.g * 2.0 - 1.0;
n.z = sqrt(1 - n.x * n.x - n.y * n.y);
//now repack in the regular format
fixed4 cc;
cc.a = 1.0;
cc.r = ((n.x + 1.0) * 0.5);
cc.g = ((n.y + 1.0) * 0.5);
cc.b = ((n.z + 1.0) * 0.5);
return cc;
}
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// Sample the texture
fixed4 texColor = tex2D(_MainTex, i.uv);
// Swizzle the color channels
fixed4 swizzledColor = ConvertNormalFormatFromUnity_ToStandard(texColor);
return swizzledColor;
}
ENDCG
}
}
}

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//
// Used by Texture packer fast. It ignores fog and renders the alpha channel of source textures.
Shader "MeshBaker/Unlit/UnlitWithAlpha" {
Properties {
_MainTex ("Base (RGBA)", 2D) = "white" {}
[Toggle(_SWIZZLE_NORMAL_CHANNELS_NM)] _SwizzleNormalMapChannelsNM("_SwizzleNormalMapChannelsNM", Float) = 0
}
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#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
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struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.texcoord);
#ifdef _SWIZZLE_NORMAL_CHANNELS_NM
float3 normal = UnpackNormal(tex2D(_MainTex, i.texcoord));
float3 packedNormal = saturate(normalize(normal) * .5 + .5);
col = float4(packedNormal, 1);
#endif
return col;
}
ENDCG
}
}
}

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