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6 changes: 6 additions & 0 deletions .editorconfig
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@ end_of_line = lf

[*.cs]
trim_trailing_whitespace = true
max_line_length = 120
# Warnings
dotnet_diagnostic.IDE0130.severity = none
dotnet_diagnostic.IDE0160.severity = none
Expand All @@ -30,6 +31,11 @@ resharper_convert_to_extension_block_highlighting = none
resharper_move_to_extension_block_highlighting = none
resharper_switch_statement_missing_some_enum_cases_no_default_highlighting = hint
resharper_switch_statement_handles_some_known_enum_values_with_default_highlighting = none
resharper_csharp_wrap_parameters_style = wrap_if_long
resharper_csharp_wrap_after_declaration_lpar = false
resharper_csharp_wrap_before_declaration_rpar = false
resharper_csharp_align_multiline_parameter = false
resharper_csharp_keep_user_linebreaks = false

# this. and Me. preferences
dotnet_style_qualification_for_event = false
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2 changes: 1 addition & 1 deletion .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ bld/
[Bb]in/
[Oo]bj/
[Ll]og/
/1.6/Assemblies
/*/Assemblies
/1.6/Burst

# Visual Studio 2015/2017 cache/options directory
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79 changes: 79 additions & 0 deletions 1.7/AssetBundles/Shaders/ShaderRGB.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,79 @@
Shader "VehicleFramework/ShaderRGB"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_MaskTex("Albedo (RGB)", 2D) = "white" {}
_ColorOne("ColorOne", Color) = (1,1,1,1)
_ColorTwo("ColorTwo", Color) = (1,1,1,1)
_ColorThree("ColorThree", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"IgnoreProjector" = "true"
"Queue" = "Transparent-100"
"RenderType" = "Transparent"
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};

v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}

sampler2D _MainTex;
sampler2D _MaskTex;

float4 _MainTexColor;
float4 _MaskTexColor;

float4 finalColor;

float4 _ColorOne : _ColorOne;
float4 _ColorTwo : _ColorTwo;
float4 _ColorThree : _ColorThree;

fixed4 frag(v2f i) : SV_Target
{
_MainTexColor = tex2D(_MainTex, i.uv);
_MaskTexColor = tex2D(_MaskTex, i.uv);
finalColor = _MainTexColor;

float u = _MaskTexColor.r;
float v = _MaskTexColor.g;
float w = _MaskTexColor.b;
float x = 1 - u - v - w;

finalColor *= _ColorOne * u + _ColorTwo * v + _ColorThree * w + float4(1,1,1,1) * x;

clip(finalColor.a - 0.1f);
return finalColor;
}
ENDCG
}
}
Fallback Off
}
97 changes: 97 additions & 0 deletions 1.7/AssetBundles/Shaders/ShaderRGBPattern.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,97 @@
Shader "VehicleFramework/ShaderRGBPattern"
{
Properties
{
_MainTex("Main", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_PatternTex("Pattern", 2D) = "white" {}
_TileNum("TileNum", Float) = 1
_ScaleX("ScaleX", Float) = 1
_ScaleY("ScaleY", Float) = 1
_DisplacementX("DisplacementX", Float) = 0
_DisplacementY("DisplacementY", Float) = 0
_ColorOne("ColorOne", Color) = (1,1,1,1)
_ColorTwo("ColorTwo", Color) = (1,1,1,1)
_ColorThree("ColorThree", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"IgnoreProjector" = "true"
"Queue" = "Transparent-100"
"RenderType" = "Transparent"
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};

v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}

sampler2D _MainTex;
sampler2D _MaskTex;
sampler2D _PatternTex;
float4 _PatternTex_ST;

float _TileNum;
float _ScaleX;
float _ScaleY;
float _DisplacementX;
float _DisplacementY;

float4 _MainTexColor;
float4 _MaskTexColor;
float4 _PatternTexColor;

float4 finalColor;

float4 _ColorOne : _ColorOne;
float4 _ColorTwo : _ColorTwo;
float4 _ColorThree : _ColorThree;

fixed4 frag(v2f i) : SV_Target
{
_MainTexColor = tex2D(_MainTex, i.uv);
_MaskTexColor = tex2D(_MaskTex, i.uv);
finalColor = _MainTexColor;

float2 newUV = TRANSFORM_TEX(float2((i.uv.x + _DisplacementX) * _TileNum * _ScaleX, (i.uv.y + _DisplacementY) * _TileNum * _ScaleY), _PatternTex);
_PatternTexColor = tex2D(_PatternTex, newUV) * _MaskTexColor.rrrr;

float u = _PatternTexColor.r;
float v = _PatternTexColor.g;
float w = _PatternTexColor.b;
float x = 1 - u - v - w;

finalColor *= _ColorOne * u + _ColorTwo * v + _ColorThree * w + float4(1,1,1,1) * x;

clip(finalColor.a - 0.1f);
return finalColor;
}
ENDCG
}
}
Fallback "VehicleFramework/ShaderRGB"
}
108 changes: 108 additions & 0 deletions 1.7/AssetBundles/Shaders/ShaderRGBPatternUI.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,108 @@
Shader "VehicleFramework/ShaderRGBPatternUI"
{
Properties
{
_MainTex("Main", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_PatternTex("Pattern", 2D) = "white" {}
_TileNum("TileNum", Float) = 1
_ScaleX("ScaleX", Float) = 1
_ScaleY("ScaleY", Float) = 1
_DisplacementX("DisplacementX", Float) = 0
_DisplacementY("DisplacementY", Float) = 0
_ColorOne("ColorOne", Color) = (1,1,1,1)
_ColorTwo("ColorTwo", Color) = (1,1,1,1)
_ColorThree("ColorThree", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"IgnoreProjector" = "true"
"Queue" = "Transparent-100"
"RenderType" = "Transparent"
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZClip On
ZTest Always
ZWrite Off
Cull Off
CGPROGRAM

#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D _GUIClipTexture;
uniform float4x4 unity_GUIClipTextureMatrix;

sampler2D _MainTex;
sampler2D _MaskTex;
sampler2D _PatternTex;
uniform float4 _PatternTex_ST;

uniform float _TileNum;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _DisplacementX;
uniform float _DisplacementY;

uniform float4 _MainTexColor;
uniform float4 _MaskTexColor;
uniform float4 _PatternTexColor;

uniform float4 _ColorOne : _ColorOne;
uniform float4 _ColorTwo : _ColorTwo;
uniform float4 _ColorThree : _ColorThree;

float4 finalColor;

struct appdata
{
float2 uv : TEXCOORD0;
float4 vertex : POSITION;
};

struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};

v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 eyePos = UnityObjectToViewPos(v.vertex);
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
o.uv = v.uv;
return o;
}

fixed4 frag(v2f i) : SV_Target
{
_MainTexColor = tex2D(_MainTex, i.uv);
_MaskTexColor = tex2D(_MaskTex, i.uv);
finalColor = _MainTexColor;

float2 newUV = TRANSFORM_TEX(float2((i.uv.x + _DisplacementX) * _TileNum * _ScaleX, (i.uv.y + _DisplacementY) * _TileNum * _ScaleY), _PatternTex);
_PatternTexColor = tex2D(_PatternTex, newUV) * _MaskTexColor.rrrr;

float u = _PatternTexColor.r;
float v = _PatternTexColor.g;
float w = _PatternTexColor.b;
float x = 1 - u - v - w;

finalColor *= _ColorOne * u + _ColorTwo * v + _ColorThree * w + float4(1,1,1,1) * x;
finalColor.a *= tex2D(_GUIClipTexture, i.clipUV).a;
clip(finalColor.a - 0.1f);
return finalColor;
}
ENDCG
}
}
Fallback "VehicleFramework/ShaderRGBPattern"
}
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