Skip to content

Commit

Permalink
Re-organize scripts to use Assembly Definitions
Browse files Browse the repository at this point in the history
  • Loading branch information
mtschoen committed May 15, 2019
1 parent 054ecb6 commit c3c70e8
Show file tree
Hide file tree
Showing 88 changed files with 211 additions and 210 deletions.
2 changes: 1 addition & 1 deletion EditorDelegates/Editor.meta → Editor.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
16 changes: 16 additions & 0 deletions Editor/Unity.Labs.SuperScience.Editor.asmdef
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
{
"name": "Unity.Labs.SuperScience.Editor",
"references": [
"Unity.Labs.SuperScience"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

8 changes: 0 additions & 8 deletions RunInEditHelper/Editor.meta

This file was deleted.

2 changes: 1 addition & 1 deletion HiddenHierarchy.meta → Runtime.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
Original file line number Diff line number Diff line change
@@ -1,49 +1,49 @@
Shader "UI/StandardOverlay" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Overlay" }
LOD 200
ZTest Off

CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows

// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0

sampler2D _MainTex;

struct Input {
float2 uv_MainTex;
};

half _Glossiness;
half _Metallic;
fixed4 _Color;

// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)

void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "UI/StandardOverlay" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Overlay" }
LOD 200
ZTest Off

CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows

// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0

sampler2D _MainTex;

struct Input {
float2 uv_MainTex;
};

half _Glossiness;
half _Metallic;
fixed4 _Color;

// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)

void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
File renamed without changes.
File renamed without changes.
File renamed without changes
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.
File renamed without changes.

0 comments on commit c3c70e8

Please sign in to comment.