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Re-organize scripts to use Assembly Definitions
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Original file line number | Diff line number | Diff line change |
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@@ -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": [] | ||
} |
5 changes: 2 additions & 3 deletions
5
HiddenHierarchy/Editor.meta → ...nity.Labs.SuperScience.Editor.asmdef.meta
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98 changes: 49 additions & 49 deletions
98
GizmoModule/StandardOverlay.shader → Runtime/GizmoModule/StandardOverlay.shader
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@@ -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 | ||
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sampler2D _MainTex; | ||
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struct Input { | ||
float2 uv_MainTex; | ||
}; | ||
|
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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) | ||
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||
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 | ||
|
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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" | ||
} |
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