chore: initial commit

This commit is contained in:
2026-05-08 11:04:00 +08:00
commit f55d2a57c3
6278 changed files with 866081 additions and 0 deletions

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Shader "Hidden/PB_UnlitSegmented"
{
Properties
{
_SegmentSize ("Segment Size", Float) = 0.14
_PauseSize ("Pause Size", Float) = 0.14
_XOffset ("X Offset", Float) = 0
_Color ("Color", Color) = (0, 0, 1, 1)
}
SubShader
{
Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 worldPos : TEXCOORD1;
};
float _SegmentSize;
float _PauseSize;
float _XOffset;
half4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float seg = step(frac((i.worldPos.x - i.worldPos.y + _XOffset) / (_SegmentSize + _PauseSize)) * (_SegmentSize + _PauseSize), _SegmentSize);
half4 c = lerp(half4(0, 0, 0, 0), _Color, seg);
clip(c.a - 0.5);
return c;
}
ENDCG
}
}
}

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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
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Shader "Hidden/PB_UnlitTransparentTinted"
{
Properties
{
_Color("Color", Color) = (0, 0, 1, 0.5)
}
SubShader
{
Tags { "Queue" = "AlphaTest" "RenderType" = "TransparentCutout" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
half4 _Color;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return _Color;
}
ENDCG
}
}
}

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Shader "Hidden/PB_UnlitVertexColor"
{
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return i.color;
}
ENDCG
}
}
}

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Shader "Hidden/PB_UnlitVertexColorTransparent"
{
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return i.color;
}
ENDCG
}
}
}

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