initial upload

This commit is contained in:
niko
2026-05-24 12:14:04 +02:00
parent 213ed4c965
commit 2526aab9c7
961 changed files with 457060 additions and 10 deletions
@@ -0,0 +1,31 @@
Shader "FX/Water (simple)" {
Properties {
_horizonColor ("Horizon color", Color) = (0.172,0.463,0.435,0)
_WaveScale ("Wave scale", Range(0.02,0.15)) = 0.07
_ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
_ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", CUBE) = "" { TexGen CubeReflect }
_BumpMap ("Waves Normalmap ", 2D) = "" {}
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
_MainTex ("Fallback texture", 2D) = "" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5772f1943a179aa449336a313bb3c8b3
timeCreated: 1757099063
licenseType: Free
ShaderImporter:
name:
userData:
@@ -0,0 +1,53 @@
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Nature/#NAME#" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_GlossMap ("Gloss (A)", 2D) = "black" {}
_TranslucencyMap ("Translucency (A)", 2D) = "white" {}
_ShadowOffset ("Shadow Offset (A)", 2D) = "black" {}
// These are here only to provide default values
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
[HideInInspector] _SquashAmount ("Squash", Float) = 1
}
SubShader {
Tags { "IgnoreProjector"="True" "RenderType"="TreeLeaf" }
LOD 200
CGPROGRAM
#pragma surface surf TreeLeaf alphatest:_Cutoff vertex:TreeVertLeaf addshadow nolightmap noforwardadd
#include "UnityBuiltin3xTreeLibrary.cginc"
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _GlossMap;
sampler2D _TranslucencyMap;
half _Shininess;
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR; // color.a = AO
};
void surf (Input IN, inout LeafSurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
o.Translucency = tex2D(_TranslucencyMap, IN.uv_MainTex).rgb;
o.Gloss = tex2D(_GlossMap, IN.uv_MainTex).a;
o.Alpha = c.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
}
ENDCG
}
Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Leaves Optimized"
FallBack "Diffuse"
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6baaf1ca61592ce419776f3e7be099dd
timeCreated: 1757099063
licenseType: Free
ShaderImporter:
name:
userData:
@@ -0,0 +1,36 @@
Shader "Hidden/Nature/Tree Creator Leaves Optimized" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1)
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
_ShadowStrength ("Shadow Strength", Range(0,1)) = 0.8
_ShadowOffsetScale ("Shadow Offset Scale", Float) = 1
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_ShadowTex ("Shadow (RGB)", 2D) = "white" {}
_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
_Scale ("Scale", Vector) = (1,1,1,1)
_SquashAmount ("Squash", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c704305bb99e2d74eb519abd6266b00f
timeCreated: 1757099063
licenseType: Free
ShaderImporter:
name:
userData:
@@ -0,0 +1,31 @@
Shader "Hidden/Nature/Tree Creator Leaves Rendertex" {
Properties {
_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1)
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_HalfOverCutoff ("0.5 / alpha cutoff", Range(0,1)) = 1
_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 32278537d34503447b8dc871dfea436b
timeCreated: 1757099063
licenseType: Free
ShaderImporter:
name:
userData:
@@ -0,0 +1,30 @@
Shader "Nature/Tree Soft Occlusion Bark" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_MainTex ("Main Texture", 2D) = "white" {}
_BaseLight ("Base Light", Range(0,1)) = 0.35
_AO ("Amb. Occlusion", Range(0,10)) = 2.4
_Scale ("Scale", Vector) = (1,1,1,1)
_SquashAmount ("Squash", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: b6282d8931ea38c44bcaf7a0c5db086c
timeCreated: 1757099056
licenseType: Free
ShaderImporter:
name:
userData:
@@ -0,0 +1,30 @@
Shader "Hidden/Nature/Tree Soft Occlusion Bark Rendertex" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_MainTex ("Main Texture", 2D) = "white" {}
_BaseLight ("Base Light", Range(0,1)) = 0.35
_AO ("Amb. Occlusion", Range(0,10)) = 2.4
_Scale ("Scale", Vector) = (1,1,1,1)
_SquashAmount ("Squash", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 30c9caebf03163b4a9c0a6a5d6b6ccf9
timeCreated: 1757099056
licenseType: Free
ShaderImporter:
name:
userData:
@@ -0,0 +1,122 @@
Shader "Nature/Tree Soft Occlusion Leaves" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" { }
_Cutoff ("Alpha cutoff", Range(0.25,0.9)) = 0.5
_BaseLight ("Base Light", Range(0, 1)) = 0.35
_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
_Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5
// These are here only to provide default values
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
[HideInInspector] _SquashAmount ("Squash", Float) = 1
}
SubShader {
Tags {
"Queue" = "AlphaTest"
"IgnoreProjector"="True"
"RenderType" = "TreeTransparentCutout"
"DisableBatching"="True"
}
Cull Off
ColorMask RGB
Pass {
Lighting On
CGPROGRAM
#pragma vertex leaves
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityBuiltin2xTreeLibrary.cginc"
sampler2D _MainTex;
fixed _Cutoff;
fixed4 frag(v2f input) : SV_Target
{
fixed4 c = tex2D( _MainTex, input.uv.xy);
c.rgb *= input.color.rgb;
clip (c.a - _Cutoff);
UNITY_APPLY_FOG(input.fogCoord, c);
return c;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
v2f vert( appdata v )
{
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
o.uv = v.texcoord;
return o;
}
sampler2D _MainTex;
fixed _Cutoff;
float4 frag( v2f i ) : SV_Target
{
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
// This subshader is never actually used, but is only kept so
// that the tree mesh still assumes that normals are needed
// at build time (due to Lighting On in the pass). The subshader
// above does not actually use normals, so they are stripped out.
// We want to keep normals for backwards compatibility with Unity 4.2
// and earlier.
SubShader {
Tags {
"Queue" = "AlphaTest"
"IgnoreProjector"="True"
"RenderType" = "TransparentCutout"
}
Cull Off
ColorMask RGB
Pass {
Tags { "LightMode" = "Vertex" }
AlphaTest GEqual [_Cutoff]
Lighting On
Material {
Diffuse [_Color]
Ambient [_Color]
}
SetTexture [_MainTex] { combine primary * texture DOUBLE, texture }
}
}
Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex"
Fallback Off
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c6f0dd43d75562149a9e5af02afc219b
timeCreated: 1757099056
licenseType: Free
ShaderImporter:
name:
userData:
@@ -0,0 +1,33 @@
Shader "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_MainTex ("Main Texture", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_HalfOverCutoff ("0.5 / Alpha cutoff", Range(0,1)) = 1
_BaseLight ("Base Light", Range(0,1)) = 0.35
_AO ("Amb. Occlusion", Range(0,10)) = 2.4
_Occlusion ("Dir Occlusion", Range(0,20)) = 7.5
_Scale ("Scale", Vector) = (1,1,1,1)
_SquashAmount ("Squash", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e31459ab1050a3c458e1735cd4a6f7a6
timeCreated: 1757099056
licenseType: Free
ShaderImporter:
name:
userData: