This commit is contained in:
2025-11-13 17:40:28 +08:00
parent 962ab49609
commit 10156da245
5503 changed files with 805282 additions and 0 deletions

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Shader "PicoDebugger/CubeOutline"
{
Properties
{
_Color("Color", color) = (1,1,1,1)
_BorderWidth("BorderWidth", range(0,1)) = 0.1
}
SubShader
{
Tags { "Queue"="Transparent" }
Pass {
//If you want to display the wireframe on the back, just uncomment the following two comments
cull off
ZWrite off
blend srcalpha oneminussrcalpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
float4 _Color;
float _BorderWidth;
struct a2v {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag(v2f i) : SV_Target {
float4 col = float4(0,0,0,0);
// Cube's base color
_BorderWidth /= 100;
col += saturate(step(i.uv.x, _BorderWidth) + step(1 - _BorderWidth, i.uv.x) + step(i.uv.y, _BorderWidth) + step(1 - _BorderWidth, i.uv.y)) * _Color;
// if (i.uv.x < _BorderWidth || i.uv.x > 1 - _BorderWidth || i.uv.y < _BorderWidth || i.uv.y > 1 - _BorderWidth)
// {
// col = _Color;
// }
return col;
}
ENDCG
}
}
}

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Shader "PicoDebugger/FrostedGlassWithColor"
{
Properties
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_BlurStrength ("Blur Strength", Range(0, 1)) = 0.5
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}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
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{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
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{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
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sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NoiseTex;
float4 _NoiseTex_ST;
fixed4 _Color;
float _FrostedStrength;
float _BlurStrength;
v2f vert (appdata v)
{
v2f o;
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}
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{
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ENDCG
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Shader "PicoDebugger/UIGradationOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color1("Color 1", color) = (0.376, 0.12, 0.95)
_Color2("Color 2", color) = (.6, 0.35, 0.75)
_Color3("Color 3", color) = (0.17, 0.17, 0.51)
_Radius("radius", Range(0, 1)) = 0.5
_Alpha("Alpha", Range(0, 1)) = 0.0
[HideInInspector]_TouchPos ("TouchPos", Vector) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent-10" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define NUM_POINTS 4
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float3 _Color1;
float3 _Color2;
float3 _Color3;
float _Alpha;
float _Radius;
float4 _TouchPos;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 uv = i.uv;
float2 st = i.uv - 0.5;
float radio = _TouchPos.z / _TouchPos.w;
st = float2(st.x * max(radio, 1.0), st.y / min(radio, 1.0));
_TouchPos.xy = float2(_TouchPos.x * max(radio, 1.0), _TouchPos.y / min(radio, 1.0));
float d = distance(st, _TouchPos.xy);
float attenuation = smoothstep(0.33+_Radius*radio, -0.83, d);
uv.x *= max(radio, 1.0);
uv.y /= min(radio, 1.0);
float t = _Time.y * 0.1+100;
float e = 2.0;
float2 pointPos[NUM_POINTS];
pointPos[0] = (0.5 + 0.5 * float2(cos(-t), sin(-t))) * e;
pointPos[1] = (0.5 + 0.5 * float2(cos(t * 1.7856), sin(t * 1.234))) * e;
pointPos[2] = (0.5 + 0.5 * float2(cos(-t * 2.78633), sin(-t * 3.564))) * e;
pointPos[3] = (0.5 + 0.5 * float2(cos(t * 4.567), sin(t * 3.124))) * e;
float3 pointCol[NUM_POINTS];
pointCol[0] = _Color1+float3(0.0, sin(t * 0.230) * 0.1, cos(t * 0.268 + 0.34) * 0.1);
pointCol[1] = _Color1;
pointCol[2] = _Color2;
pointCol[3] = _Color3;
float blend = 4.0;
float3 col = float3(0.0,0.0,0.0);
float totalWeight = 0.0;
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float dist = distance(uv, pointPos[i]);
float weight = 1.0 / (pow(dist, blend) + 0.01);
col += pointCol[i] * weight;
totalWeight += weight;
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