├── .Images ├── Censor.png ├── Censor.png.meta ├── Distance_Fade_Cube_Volume.gif ├── Distance_Fade_Cube_Volume.gif.meta ├── Distance_Fade_Outline.jpg ├── Distance_Fade_Outline.jpg.meta ├── GPU_Particles_Example_World.png ├── Light_to_force_CameraDepthTexture.png ├── Light_to_force_CameraDepthTexture.png.meta ├── Shader_Debug.png ├── Shader_Debug.png.meta ├── Wireframe_Fade.png ├── Wireframe_Fade.png.meta ├── Wireframe_Overlay.png ├── Wireframe_Overlay.png.meta ├── World_Cutout_Sphere.png ├── World_Cutout_Sphere.png.meta ├── World_Normal_Nice_Slow.png ├── World_Normal_Nice_Slow.png.meta ├── World_Normal_Ugly_Fast.png ├── World_Normal_Ugly_Fast.png.meta ├── World_Position.png └── World_Position.png.meta ├── Avatar Shaders.meta ├── Avatar Shaders ├── Core.cginc ├── Core.cginc.meta ├── Editor.meta ├── Editor │ ├── NeitriAvatarShadersEditor.cs │ └── NeitriAvatarShadersEditor.cs.meta ├── Eyes.shader ├── Eyes.shader.meta ├── Matcaps.meta ├── Matcaps │ ├── .Neitri_matcaps.psd │ ├── .Neitri_skin.psd │ ├── Neitri_grey.png │ ├── Neitri_grey.png.meta │ ├── Neitri_rim_light_1.png │ ├── Neitri_rim_light_1.png.meta │ ├── Neitri_rim_light_2.png │ ├── Neitri_rim_light_2.png.meta │ ├── Neitri_rim_light_3.png │ ├── Neitri_rim_light_3.png.meta │ ├── Neitri_rim_light_4.png │ ├── Neitri_rim_light_4.png.meta │ ├── Neitri_skin_1.png │ ├── Neitri_skin_1.png.meta │ ├── Neitri_skin_2.png │ ├── Neitri_skin_2.png.meta │ ├── Neitri_skin_3.png │ └── Neitri_skin_3.png.meta ├── Opaque + Outline.shader ├── Opaque + Outline.shader.meta ├── Opaque + Raymarcher.shader ├── Opaque + Raymarcher.shader.meta ├── Opaque.shader ├── Opaque.shader.meta ├── README.md ├── README.md.meta ├── Ramps.meta ├── Ramps │ ├── .Neitri_ramps.psd │ ├── Black Gray White.png │ ├── Black Gray White.png.meta │ ├── Black White.png │ ├── Black White.png.meta │ ├── Neitri_grey.png │ ├── Neitri_grey.png.meta │ ├── Neitri_skin.png │ ├── Neitri_skin.png.meta │ ├── Neitri_skin_2.png │ ├── Neitri_skin_2.png.meta │ ├── Unity_Standard.png │ ├── Unity_Standard.png.meta │ ├── test.png │ └── test.png.meta ├── Raymarcher.cginc ├── Raymarcher.cginc.meta ├── Surface.cginc ├── Surface.cginc.meta ├── Transparent.shader └── Transparent.shader.meta ├── Censor.shader ├── Censor.shader.meta ├── Cheat Vision.shader ├── Cheat Vision.shader.meta ├── Clispace Raymarching.shader ├── Clispace Raymarching.shader.meta ├── Contact Deformation.shader ├── Contact Deformation.shader.meta ├── Depth Mirror.meta ├── Depth Mirror ├── .frame.blend ├── 256x256.asset ├── 256x256.asset.meta ├── Depth Mirror Prefab.prefab ├── Depth Mirror Prefab.prefab.meta ├── Depth Mirror.mat ├── Depth Mirror.mat.meta ├── Depth Mirror.shader ├── Depth Mirror.shader.meta ├── Enable Cameras.anim ├── Enable Cameras.anim.meta ├── Enable Cameras.controller ├── Enable Cameras.controller.meta ├── blue noise.png ├── blue noise.png.meta ├── color.renderTexture ├── color.renderTexture.meta ├── depth.renderTexture ├── depth.renderTexture.meta ├── frame.fbx ├── frame.fbx.meta ├── frame.mat └── frame.mat.meta ├── Discard.shader ├── Discard.shader.meta ├── Distance Fade Cube Volume.shader ├── Distance Fade Cube Volume.shader.meta ├── Distance Fade Outline.shader ├── Distance Fade Outline.shader.meta ├── Enable Camera Depth Texture.prefab ├── Enable Camera Depth Texture.prefab.meta ├── Example Scene.meta ├── Example Scene ├── Base Plane.mat ├── Base Plane.mat.meta ├── Blue Opaque.mat ├── Blue Opaque.mat.meta ├── Clispace Raymarching.mat ├── Clispace Raymarching.mat.meta ├── Example Scene.unity ├── Example Scene.unity.meta ├── Neitri_World Triplanar Mapped.mat ├── Neitri_World Triplanar Mapped.mat.meta ├── Red Transparent.mat ├── Red Transparent.mat.meta ├── Test Objects.mat ├── Test Objects.mat.meta ├── World Cutout Sphere.mat └── World Cutout Sphere.mat.meta ├── GPU Particles.meta ├── GPU Particles ├── .CreateParticlesMesh.cs ├── 512x512.asset ├── 512x512.asset.meta ├── Attractor 1 - Simulate, Don't Attract.mat ├── Attractor 1 - Simulate, Don't Attract.mat.meta ├── Attractor 2 - Simulate, Don't Attract.mat ├── Attractor 2 - Simulate, Don't Attract.mat.meta ├── Attractor.shader ├── Attractor.shader.meta ├── Common.cginc ├── Common.cginc.meta ├── Data 1.renderTexture ├── Data 1.renderTexture.meta ├── Data 2.renderTexture ├── Data 2.renderTexture.meta ├── Example World.meta ├── Example World │ ├── .Sphere.blend │ ├── Attract.anim │ ├── Attract.anim.meta │ ├── Attractor Animation Controller.controller │ ├── Attractor Animation Controller.controller.meta │ ├── Default.anim │ ├── Default.anim.meta │ ├── GPU Particles Example World.unity │ ├── GPU Particles Example World.unity.meta │ ├── Ground Plane.mat │ ├── Ground Plane.mat.meta │ ├── Ground Plane.shader │ ├── Ground Plane.shader.meta │ ├── Post-Processing Profile.asset │ ├── Post-Processing Profile.asset.meta │ ├── Skybox.mat │ ├── Skybox.mat.meta │ ├── Sphere Body.mat │ ├── Sphere Body.mat.meta │ ├── Sphere Emission.mat │ ├── Sphere Emission.mat.meta │ ├── Sphere.fbx │ └── Sphere.fbx.meta ├── README.md ├── README.md.meta ├── Render.mat ├── Render.mat.meta ├── Render.shader ├── Render.shader.meta ├── Reset.mat ├── Reset.mat.meta ├── Reset.shader ├── Reset.shader.meta ├── SimplexNoise2D.cginc ├── SimplexNoise2D.cginc.meta ├── SimplexNoise3D.cginc └── SimplexNoise3D.cginc.meta ├── Graffiti Wall.meta ├── Graffiti Wall ├── .Credits.psd ├── Accomulated Color 1.mat ├── Accomulated Color 1.mat.meta ├── Accomulated Color 1.renderTexture ├── Accomulated Color 1.renderTexture.meta ├── Accomulated Color 2.renderTexture ├── Accomulated Color 2.renderTexture.meta ├── Color To Add.renderTexture ├── Color To Add.renderTexture.meta ├── Combine.mat ├── Combine.mat.meta ├── Combine.shader ├── Combine.shader.meta ├── Credits.mat ├── Credits.mat.meta ├── Credits.png ├── Credits.png.meta ├── Data Adjust.shader ├── Data Adjust.shader.meta ├── Graffiti Wall.unity ├── Graffiti Wall.unity.meta ├── Ground.mat ├── Ground.mat.meta ├── Passthru.shader ├── Passthru.shader.meta ├── Spray Cans.meta ├── Spray Cans │ ├── Depth Aware.meta │ ├── Depth Aware │ │ ├── Blue.meta │ │ ├── Blue │ │ │ ├── Body.mat │ │ │ ├── Body.mat.meta │ │ │ ├── Depth Mask.renderTexture │ │ │ ├── Depth Mask.renderTexture.meta │ │ │ ├── Particle Data.mat │ │ │ ├── Particle Data.mat.meta │ │ │ ├── Particle Visual.mat │ │ │ └── Particle Visual.mat.meta │ │ ├── Clear.meta │ │ ├── Clear │ │ │ ├── Body.mat │ │ │ ├── Body.mat.meta │ │ │ ├── Depth Mask.renderTexture │ │ │ ├── Depth Mask.renderTexture.meta │ │ │ ├── Particle Data.mat │ │ │ ├── Particle Data.mat.meta │ │ │ ├── Particle Visual.mat │ │ │ └── Particle Visual.mat.meta │ │ ├── Green.meta │ │ ├── Green │ │ │ ├── Body.mat │ │ │ ├── Body.mat.meta │ │ │ ├── Depth Mask.renderTexture │ │ │ ├── Depth Mask.renderTexture.meta │ │ │ ├── Particle Data.mat │ │ │ ├── Particle Data.mat.meta │ │ │ ├── Particle Visual.mat │ │ │ └── Particle Visual.mat.meta │ │ ├── Red.meta │ │ ├── Red │ │ │ ├── Body.mat │ │ │ ├── Body.mat.meta │ │ │ ├── Depth Mask.renderTexture │ │ │ ├── Depth Mask.renderTexture.meta │ │ │ ├── Particle Data.mat │ │ │ ├── Particle Data.mat.meta │ │ │ ├── Particle Visual.mat │ │ │ └── Particle Visual.mat.meta │ │ ├── Spray Can.prefab │ │ └── Spray Can.prefab.meta │ ├── Normal.meta │ └── Normal │ │ ├── Body Blue.mat │ │ ├── Body Blue.mat.meta │ │ ├── Body Clear Paint.mat │ │ ├── Body Clear Paint.mat.meta │ │ ├── Body Cyan.mat │ │ ├── Body Cyan.mat.meta │ │ ├── Body Green.mat │ │ ├── Body Green.mat.meta │ │ ├── Body Orange.mat │ │ ├── Body Orange.mat.meta │ │ ├── Body Purple.mat │ │ ├── Body Purple.mat.meta │ │ ├── Body Red.mat │ │ ├── Body Red.mat.meta │ │ ├── Body White.mat │ │ ├── Body White.mat.meta │ │ ├── Body Yellow.mat │ │ ├── Body Yellow.mat.meta │ │ ├── Spray Can.prefab │ │ └── Spray Can.prefab.meta ├── Spray Particle Data.shader ├── Spray Particle Data.shader.meta ├── Spray Particle Visual.shader ├── Spray Particle Visual.shader.meta ├── Wall Accomulated Color.mat ├── Wall Accomulated Color.mat.meta ├── Wall Surface.mat ├── Wall Surface.mat.meta ├── Wall Surface.shader ├── Wall Surface.shader.meta ├── Wipe Paint.mat ├── Wipe Paint.mat.meta ├── wall normal map.png └── wall normal map.png.meta ├── LICENSE.md ├── LICENSE.md.meta ├── Neitri Clock.meta ├── Neitri Clock ├── .Images │ ├── 20181227232612.jpg │ ├── 20190601214122.png │ ├── 20190601232538.png │ ├── v1 v2 v3 v4.png │ ├── v1 v2 v3.png │ ├── v4 a info.png │ ├── v4 a v4 b.png │ └── v4 a v4 b.psd ├── Floor.mat ├── Floor.mat.meta ├── Fonts.meta ├── Fonts │ ├── Digital-7.meta │ ├── Digital-7 │ │ ├── Digital-7 Font Family · 1001 Fonts.url │ │ ├── Digital-7 Font Family · 1001 Fonts.url.meta │ │ ├── digital-7 (italic).ttf │ │ ├── digital-7 (italic).ttf.meta │ │ ├── digital-7 (mono italic).ttf │ │ ├── digital-7 (mono italic).ttf.meta │ │ ├── digital-7 (mono).ttf │ │ ├── digital-7 (mono).ttf.meta │ │ ├── digital-7.ttf │ │ ├── digital-7.ttf.meta │ │ ├── readme.txt │ │ └── readme.txt.meta │ ├── Disolve.meta │ ├── Disolve │ │ ├── Disolve Font - dafont.com.url │ │ ├── Disolve Font - dafont.com.url.meta │ │ ├── Disolve_light.ttf │ │ ├── Disolve_light.ttf.meta │ │ ├── Disolve_regular.ttf │ │ └── Disolve_regular.ttf.meta │ ├── Prometheus.meta │ ├── Prometheus │ │ ├── PROMETHEUS.ttf │ │ ├── PROMETHEUS.ttf.meta │ │ ├── Prometheus Font - dafont.com.url │ │ └── Prometheus Font - dafont.com.url.meta │ ├── digital-dream.meta │ └── digital-dream │ │ ├── DIGITALDREAM.ttf │ │ ├── DIGITALDREAM.ttf.meta │ │ ├── DIGITALDREAMFAT.ttf │ │ ├── DIGITALDREAMFAT.ttf.meta │ │ ├── DIGITALDREAMFATNARROW.ttf │ │ ├── DIGITALDREAMFATNARROW.ttf.meta │ │ ├── DIGITALDREAMFATSKEW.ttf │ │ ├── DIGITALDREAMFATSKEW.ttf.meta │ │ ├── DIGITALDREAMFATSKEWNARROW.ttf │ │ ├── DIGITALDREAMFATSKEWNARROW.ttf.meta │ │ ├── DIGITALDREAMNARROW.ttf │ │ ├── DIGITALDREAMNARROW.ttf.meta │ │ ├── DIGITALDREAMSKEW.ttf │ │ ├── DIGITALDREAMSKEW.ttf.meta │ │ ├── DIGITALDREAMSKEWNARROW.ttf │ │ ├── DIGITALDREAMSKEWNARROW.ttf.meta │ │ ├── Digital dream Font Family · 1001 Fonts.url │ │ ├── Digital dream Font Family · 1001 Fonts.url.meta │ │ ├── pizzadude.dk License.txt │ │ └── pizzadude.dk License.txt.meta ├── Showcase Scene.unity ├── Showcase Scene.unity.meta ├── V1.meta ├── V1 │ ├── .Neitri's Clock V1.blend │ ├── .clock.psd │ ├── Clock V1.shader │ ├── Clock V1.shader.meta │ ├── Materials.meta │ ├── Materials │ │ ├── clock.mat │ │ └── clock.mat.meta │ ├── Neitri's Clock V1.fbx │ ├── Neitri's Clock V1.fbx.meta │ ├── clock.png │ └── clock.png.meta ├── V2.meta ├── V2 │ ├── .Neitri's Clock V2 A.blend │ ├── .Neitri's Clock V2 B.blend │ ├── .Neitri's Clock V2 C.blend │ ├── .clock.psd │ ├── Clock V2.shader │ ├── Clock V2.shader.meta │ ├── Materials.meta │ ├── Materials │ │ ├── clock.mat │ │ └── clock.mat.meta │ ├── Neitri's Clock V2 A.fbx │ ├── Neitri's Clock V2 A.fbx.meta │ ├── Neitri's Clock V2 B.fbx │ ├── Neitri's Clock V2 B.fbx.meta │ ├── Neitri's Clock V2 C.fbx │ ├── Neitri's Clock V2 C.fbx.meta │ ├── clock.png │ └── clock.png.meta ├── V3 Realtime World Only.meta ├── V3 Realtime World Only │ ├── .Clock Mesh A.blend │ ├── .Clock Mesh B.blend │ ├── .Clock Texture.psd │ ├── Clock Mesh A.fbx │ ├── Clock Mesh A.fbx.meta │ ├── Clock Mesh B.fbx │ ├── Clock Mesh B.fbx.meta │ ├── Clock Texture.png │ ├── Clock Texture.png.meta │ ├── Clock V3 Realtime World Only.shader │ ├── Clock V3 Realtime World Only.shader.meta │ ├── Materials.meta │ ├── Materials │ │ ├── clock.mat │ │ └── clock.mat.meta │ ├── Neitri's Clock V3 A Realtime World Only.prefab │ ├── Neitri's Clock V3 A Realtime World Only.prefab.meta │ ├── Neitri's Clock V3 B Realtime World Only.prefab │ └── Neitri's Clock V3 B Realtime World Only.prefab.meta ├── V3.meta ├── V3 │ ├── .Neitri's Clock V3 A.blend │ ├── .Neitri's Clock V3 B.blend │ ├── .Neitri's Clock V3 C.blend │ ├── .clock.psd │ ├── Clock V3.shader │ ├── Clock V3.shader.meta │ ├── Materials.meta │ ├── Materials │ │ ├── clock black.mat │ │ ├── clock black.mat.meta │ │ ├── clock.mat │ │ └── clock.mat.meta │ ├── Neitri's Clock V3 A.fbx │ ├── Neitri's Clock V3 A.fbx.meta │ ├── Neitri's Clock V3 B.fbx │ ├── Neitri's Clock V3 B.fbx.meta │ ├── Neitri's Clock V3 C.fbx │ ├── Neitri's Clock V3 C.fbx.meta │ ├── clock.png │ └── clock.png.meta ├── V4.meta └── V4 │ ├── .Clock A.psd │ ├── .Clock B.psd │ ├── .Neitri's Clock V4 A.blend │ ├── .Neitri's Clock V4 B.blend │ ├── Clock A.png │ ├── Clock A.png.meta │ ├── Clock B.png │ ├── Clock B.png.meta │ ├── Clock V4 A.shader │ ├── Clock V4 A.shader.meta │ ├── Clock V4 B.shader │ ├── Clock V4 B.shader.meta │ ├── Font.meta │ ├── Font │ ├── Roboto_Mono.meta │ └── Roboto_Mono │ │ ├── LICENSE.txt │ │ ├── LICENSE.txt.meta │ │ ├── Roboto Mono - Google Fonts.url │ │ ├── Roboto Mono - Google Fonts.url.meta │ │ ├── RobotoMono-Bold.ttf │ │ ├── RobotoMono-Bold.ttf.meta │ │ ├── RobotoMono-BoldItalic.ttf │ │ ├── RobotoMono-BoldItalic.ttf.meta │ │ ├── RobotoMono-Italic.ttf │ │ ├── RobotoMono-Italic.ttf.meta │ │ ├── RobotoMono-Light.ttf │ │ ├── RobotoMono-Light.ttf.meta │ │ ├── RobotoMono-LightItalic.ttf │ │ ├── RobotoMono-LightItalic.ttf.meta │ │ ├── RobotoMono-Medium.ttf │ │ ├── RobotoMono-Medium.ttf.meta │ │ ├── RobotoMono-MediumItalic.ttf │ │ ├── RobotoMono-MediumItalic.ttf.meta │ │ ├── RobotoMono-Regular.ttf │ │ ├── RobotoMono-Regular.ttf.meta │ │ ├── RobotoMono-Thin.ttf │ │ ├── RobotoMono-Thin.ttf.meta │ │ ├── RobotoMono-ThinItalic.ttf │ │ └── RobotoMono-ThinItalic.ttf.meta │ ├── Materials.meta │ ├── Materials │ ├── A.meta │ ├── A │ │ ├── clock blue.mat │ │ ├── clock blue.mat.meta │ │ ├── clock orange.mat │ │ ├── clock orange.mat.meta │ │ ├── clock pink.mat │ │ ├── clock pink.mat.meta │ │ ├── clock.mat │ │ └── clock.mat.meta │ ├── B.meta │ └── B │ │ ├── clock blue.mat │ │ ├── clock blue.mat.meta │ │ ├── clock orange.mat │ │ ├── clock orange.mat.meta │ │ ├── clock pink.mat │ │ ├── clock pink.mat.meta │ │ ├── clock white.mat │ │ ├── clock white.mat.meta │ │ ├── clock.mat │ │ └── clock.mat.meta │ ├── Neitri's Clock V4 A.fbx │ ├── Neitri's Clock V4 A.fbx.meta │ ├── Neitri's Clock V4 B.fbx │ └── Neitri's Clock V4 B.fbx.meta ├── Neitri MMD.meta ├── Neitri MMD ├── README.md └── README.md.meta ├── Ported Shadertoy.meta ├── Ported Shadertoy ├── Candy core 2.meta └── Candy core 2 │ ├── Candy core 2.mat │ ├── Candy core 2.mat.meta │ ├── Candy core 2.prefab │ ├── Candy core 2.prefab.meta │ ├── Candy core 2.shader │ ├── Candy core 2.shader.meta │ ├── Candy core 2.url │ └── Candy core 2.url.meta ├── Procedural Space Skybox.shader ├── Procedural Space Skybox.shader.meta ├── README.md ├── README.md.meta ├── Shader Debug.meta ├── Shader Debug ├── .Labels.psd ├── .Shader Debug.blend ├── .digits.psd ├── Labels.png ├── Labels.png.meta ├── Materials.meta ├── Materials │ ├── Ambient Light.mat │ ├── Ambient Light.mat.meta │ ├── Avatar Camera Display.mat │ ├── Avatar Camera Display.mat.meta │ ├── Camera Depth.mat │ ├── Camera Depth.mat.meta │ ├── CubedParadox.mat │ ├── CubedParadox.mat.meta │ ├── HDR Detector.mat │ ├── HDR Detector.mat.meta │ ├── Labels.mat │ ├── Labels.mat.meta │ ├── Light Probes.mat │ ├── Light Probes.mat.meta │ ├── Light0 Attenuation Base.mat │ ├── Light0 Attenuation Base.mat.meta │ ├── Light0 Attenuation Delta Add.mat │ ├── Light0 Attenuation Delta Add.mat.meta │ ├── Light0 Color Base.mat │ ├── Light0 Color Base.mat.meta │ ├── Light0 Color Delta Add.mat │ ├── Light0 Color Delta Add.mat.meta │ ├── Light0 Direction Base.mat │ ├── Light0 Direction Base.mat.meta │ ├── Light0 Direction Delta Add.mat │ ├── Light0 Direction Delta Add.mat.meta │ ├── MirrorReflection Layer.mat │ ├── MirrorReflection Layer.mat.meta │ ├── Neitri.mat │ ├── Neitri.mat.meta │ ├── Normalized Color.mat │ ├── Normalized Color.mat.meta │ ├── Player Layer.mat │ ├── Player Layer.mat.meta │ ├── PlayerLocal Layer.mat │ ├── PlayerLocal Layer.mat.meta │ ├── Poiyomi.mat │ ├── Poiyomi.mat.meta │ ├── Reflection Probe 0.mat │ ├── Reflection Probe 0.mat.meta │ ├── Reflection Probe 2.mat │ ├── Reflection Probe 2.mat.meta │ ├── Reflection Probe 5.mat │ ├── Reflection Probe 5.mat.meta │ ├── Unity Standard.mat │ ├── Unity Standard.mat.meta │ ├── Vertex Lights.mat │ ├── Vertex Lights.mat.meta │ ├── Wireframe Fade.mat │ ├── Wireframe Fade.mat.meta │ ├── Wireframe Overlay.mat │ ├── Wireframe Overlay.mat.meta │ ├── World Normal.mat │ ├── World Normal.mat.meta │ ├── World Position Display.mat │ ├── World Position Display.mat.meta │ ├── World Position.mat │ ├── World Position.mat.meta │ ├── World Rotation Gizmo.mat │ ├── World Rotation Gizmo.mat.meta │ ├── Xiexe.mat │ └── Xiexe.mat.meta ├── Shader Debug Prefab.prefab ├── Shader Debug Prefab.prefab.meta ├── Shader Debug.fbx ├── Shader Debug.fbx.meta ├── Shaders.meta ├── Shaders │ ├── Ambient Light.shader │ ├── Ambient Light.shader.meta │ ├── Camera Depth.shader │ ├── Camera Depth.shader.meta │ ├── HDR Detector.shader │ ├── HDR Detector.shader.meta │ ├── Light Probes.shader │ ├── Light Probes.shader.meta │ ├── Light0 Attenuation Base.shader │ ├── Light0 Attenuation Base.shader.meta │ ├── Light0 Attenuation Delta Add.shader │ ├── Light0 Attenuation Delta Add.shader.meta │ ├── Light0 Color Base.shader │ ├── Light0 Color Base.shader.meta │ ├── Light0 Color Delta Add.shader │ ├── Light0 Color Delta Add.shader.meta │ ├── Light0 Direction Base.shader │ ├── Light0 Direction Base.shader.meta │ ├── Light0 Direction Delta Add.shader │ ├── Light0 Direction Delta Add.shader.meta │ ├── MirrorReflection Layer.renderTexture │ ├── MirrorReflection Layer.renderTexture.meta │ ├── Player Layer.renderTexture │ ├── Player Layer.renderTexture.meta │ ├── PlayerLocal Layer.renderTexture │ ├── PlayerLocal Layer.renderTexture.meta │ ├── Reflection Probe.shader │ ├── Reflection Probe.shader.meta │ ├── Vertex Lights.shader │ ├── Vertex Lights.shader.meta │ ├── World Position Display.shader │ ├── World Position Display.shader.meta │ ├── World Rotation Gizmo.shader │ └── World Rotation Gizmo.shader.meta ├── digits.png └── digits.png.meta ├── Test Grid.shader ├── Test Grid.shader.meta ├── Wireframe Fade.shader ├── Wireframe Fade.shader.meta ├── Wireframe Overlay.shader ├── Wireframe Overlay.shader.meta ├── Wireframe Projector.meta ├── Wireframe Projector ├── .Projector Mesh.blend ├── Normals Projector Prefab.prefab ├── Normals Projector Prefab.prefab.meta ├── Normals Projector.mat ├── Normals Projector.mat.meta ├── Normals Projector.shader ├── Normals Projector.shader.meta ├── Projector Mesh.fbx ├── Projector Mesh.fbx.meta ├── Projector Mesh.mat ├── Projector Mesh.mat.meta ├── Wireframe Projector Prefab.prefab ├── Wireframe Projector Prefab.prefab.meta ├── Wireframe Projector.mat ├── Wireframe Projector.mat.meta ├── Wireframe Projector.shader └── Wireframe Projector.shader.meta ├── World Cutout Sphere.shader ├── World Cutout Sphere.shader.meta ├── World Normal Nice Slow.shader ├── World Normal Nice Slow.shader.meta ├── World Normal Ugly Fast.shader ├── World Normal Ugly Fast.shader.meta ├── World Position.shader ├── World Position.shader.meta ├── World Triplanar Mapped.shader └── World Triplanar 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| folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /GPU Particles/.CreateParticlesMesh.cs: -------------------------------------------------------------------------------- 1 | // idea by Nave, original: https://pastebin.com/Q43UPHf4 2 | 3 | #if UNITY_EDITOR 4 | 5 | using System.Collections; 6 | using System.Collections.Generic; 7 | using UnityEngine; 8 | using UnityEditor; 9 | 10 | public class CreateParticlesMesh : MonoBehaviour 11 | { 12 | [MenuItem("GameObject/Create Paricles Mesh")] 13 | static void DoIt() 14 | { 15 | int size = 256; 16 | 17 | var mesh = new Mesh(); 18 | mesh.vertices = new Vector3[] { new Vector3(0, 0, 0) }; 19 | mesh.triangles = new int[size * size * 3]; 20 | mesh.bounds = new Bounds(new Vector3(0, 0, 0), new Vector3(1, 1, 1)); 21 | string path = "Assets/" + size + "x" + size + ".asset"; 22 | 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-------------------------------------------------------------------------------- 1 | // created by Neitri, free of charge, free to redistribute 2 | // downloaded from https://github.com/netri/Neitri-Unity-Shaders 3 | 4 | 5 | #include "SimplexNoise2D.cginc" 6 | #include "SimplexNoise3D.cginc" 7 | 8 | 9 | // #define PARTICLES_ON_EDGE 1024 10 | #define PARTICLES_ON_EDGE 512 11 | 12 | #define DELTA_TIME (unity_DeltaTime.z) 13 | 14 | 15 | sampler2D _ParticlesData; 16 | 17 | float4 DataSave(float4 inPosition, float4 inVelocity, float2 inUv) 18 | { 19 | if (inUv.x <= 0.5) return inPosition; 20 | return inVelocity; 21 | } 22 | 23 | void DataLoad(out float4 outPosition, out float4 outVelocity, float2 inUv) 24 | { 25 | inUv.x = fmod(inUv.x, 0.5); 26 | outPosition = tex2Dlod(_ParticlesData, float4(inUv.x, inUv.y, 0, 0)); 27 | outVelocity = tex2Dlod(_ParticlesData, float4(inUv.x + 0.5, inUv.y, 0, 0)); 28 | } -------------------------------------------------------------------------------- /GPU 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3 | # How it works 4 | The data is stored in render texture, one pixel RGB is world XYZ of the particle. 5 | To render the particles: You take mesh with alot of quads (or you make the quads in tesselation or geometry shader stage), identify every quad for examply by SV_VertexID and move it to positon stored in the texture. 6 | To move the particles: You have a camera that sees only the render texture, and you render the render texture in front of the camera with some special shader that adjusts it's contents, for example it moves every position closer to some point. 7 | You can use the same idea to add velocity or acceleration 8 | 9 | .CreateParticlesMesh.cs Was used to create 1 vertex, 512x512 triangle mesh 10 | 11 | Unity crashes if you use, ARGB Float render texture on camera that sees something with GrabPass shader. 12 | You can use ARGB Int instead 13 | 14 | ARGB Int and HDR to cheat around the need for 2 cameras + render textures is bad 15 | because HDR on ARGB Int internally creates and copies contents into another ARGB Half texture and during the process some bits are discarded 16 | it's essentially 32 bit float to 16 bit half conversion 17 | 18 | 19 | # Credits 20 | Phi16 - Making the first GPU particles I saw 21 | Mel0n, Des - Showing and explaining me the GPU particles 22 | Merlin, Nave - Optimization tips and ideas 23 | Des - Making avatar held version work 24 | -------------------------------------------------------------------------------- /GPU Particles/README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0f30ba977581df4cbbf2719ddedcc92 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /GPU Particles/Render.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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/Graffiti Wall/Spray Particle Data.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Graffiti Wall/Spray Particle Data" 2 | { 3 | Properties 4 | { 5 | _DepthMask("_DepthMask", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { 10 | "Queue" = "Transparent+100" 11 | "RenderType" = "Transparent" 12 | } 13 | Blend One Zero 14 | ZWrite Off 15 | Cull Off 16 | 17 | Pass 18 | { 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | 23 | #include "UnityCG.cginc" 24 | 25 | struct appdata 26 | { 27 | float3 vertex : POSITION; 28 | fixed4 color : COLOR; 29 | float4 uv : TEXCOORD0; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float4 vertex : SV_POSITION; 35 | fixed4 color : COLOR; 36 | float4 uv : TEXCOORD0; 37 | }; 38 | 39 | sampler2D _DepthMask; 40 | 41 | v2f vert(appdata v) 42 | { 43 | v2f o; 44 | o.vertex = UnityObjectToClipPos(v.vertex); 45 | o.color = v.color; 46 | o.uv = v.uv; 47 | return o; 48 | } 49 | 50 | fixed4 frag(v2f i) : SV_Target 51 | { 52 | // wall data camera has has near plane 0 and far plane 0.01 53 | // we want this shader to be visible only in wall data camera 54 | bool isWallCamera = (_ProjectionParams.z - _ProjectionParams.y) < 0.1; 55 | clip(isWallCamera - 0.5); 56 | 57 | float agePrecentage = i.uv.z; 58 | 59 | float depthMask = tex2Dlod(_DepthMask, float4(i.uv.x, i.uv.y, 0, 0)).r; 60 | if (depthMask > 0) 61 | { 62 | float zfar = 1; 63 | float znear = 0.1; 64 | depthMask = znear / (depthMask + znear); 65 | clip(depthMask - agePrecentage); 66 | } 67 | 68 | float progress = distance(i.uv, float2(0.5, 0.5)); 69 | clip(0.5 - progress); 70 | float alpha = smoothstep(0.5, 0, progress - i.color.a / 5) * i.color.a; 71 | return fixed4(i.color.rgb, alpha); 72 | } 73 | ENDCG 74 | } 75 | } 76 | FallBack Off 77 | } 78 | -------------------------------------------------------------------------------- /Graffiti Wall/Spray Particle Data.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a0d420862ccf794eb3e245ec02a383f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Graffiti Wall/Spray Particle Visual.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Graffiti Wall/Spray Particle Visual" 2 | { 3 | Properties 4 | { 5 | _DepthMask("_DepthMask", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { 10 | "Queue" = "Transparent+100" 11 | "RenderType" = "Transparent" 12 | } 13 | Blend SrcAlpha OneMinusSrcAlpha 14 | ZWrite Off 15 | Cull Off 16 | 17 | Pass 18 | { 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | 23 | #include "UnityCG.cginc" 24 | 25 | struct appdata 26 | { 27 | float3 vertex : POSITION; 28 | fixed4 color : COLOR; 29 | float4 uv : TEXCOORD0; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float4 vertex : SV_POSITION; 35 | fixed4 color : COLOR; 36 | float4 uv : TEXCOORD0; 37 | }; 38 | 39 | sampler2D _DepthMask; 40 | 41 | v2f vert(appdata v) 42 | { 43 | v2f o; 44 | o.vertex = UnityObjectToClipPos(v.vertex); 45 | o.color = v.color; 46 | o.uv = v.uv; 47 | return o; 48 | } 49 | 50 | fixed4 frag(v2f i) : SV_Target 51 | { 52 | float agePrecentage = i.uv.z; 53 | 54 | float depthMask = tex2Dlod(_DepthMask, float4(i.uv.x, i.uv.y, 0, 0)).r; 55 | if (depthMask > 0) 56 | { 57 | float zfar = 1; 58 | float znear = 0.1; 59 | depthMask = znear / (depthMask + znear); 60 | clip(depthMask - agePrecentage); 61 | } 62 | 63 | float progress = distance(i.uv, float2(0.5, 0.5)); 64 | clip(0.5 - progress); 65 | float alpha = smoothstep(0.5, 0, progress); 66 | return fixed4(i.color.rgb, alpha * i.color.a); 67 | } 68 | ENDCG 69 | } 70 | } 71 | FallBack Off 72 | } 73 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b7051699d02aafc48b59a032ce13cfc3 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Graffiti Wall/Wall Surface.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Graffiti Wall/Wall Surface" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 5 | _SrayedColor("_SrayedColor", 2D) = "white" {} 6 | _BumpMap("Normal Map", 2D) = "bump" {} 7 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 8 | _Metallic ("Metallic", Range(0,1)) = 0.0 9 | } 10 | SubShader { 11 | Tags { "RenderType"="Opaque" } 12 | LOD 200 13 | 14 | CGPROGRAM 15 | // Physically based Standard lighting model, and enable shadows on all light types 16 | #pragma surface surf Standard fullforwardshadows 17 | 18 | // Use shader model 3.0 target, to get nicer looking lighting 19 | #pragma target 3.0 20 | 21 | sampler2D _MainTex; 22 | sampler2D _SrayedColor; 23 | sampler2D _BumpMap; 24 | 25 | struct Input { 26 | float2 uv_MainTex; 27 | float2 uv_BumpMap; 28 | }; 29 | 30 | half _Glossiness; 31 | half _Metallic; 32 | fixed4 _Color; 33 | 34 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 35 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 36 | // #pragma instancing_options assumeuniformscaling 37 | UNITY_INSTANCING_BUFFER_START(Props) 38 | // put more per-instance properties here 39 | UNITY_INSTANCING_BUFFER_END(Props) 40 | 41 | void surf (Input IN, inout SurfaceOutputStandard o) { 42 | // Albedo comes from a texture tinted by color 43 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; 44 | fixed4 s = tex2D(_SrayedColor, IN.uv_MainTex); 45 | o.Albedo = lerp(c.rgb, s.rgb, s.a); 46 | o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); 47 | // Metallic and smoothness come from slider variables 48 | o.Metallic = _Metallic; 49 | o.Smoothness = _Glossiness; 50 | o.Alpha = c.a; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Graffiti Wall/Wall Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a760b760142ca694f91dd0eac6281644 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Graffiti Wall/Wipe Paint.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Wipe Paint 10 | m_Shader: {fileID: 4800000, guid: 17d321c010089d945b218bac6458ce76, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: [] 21 | m_Floats: [] 22 | m_Colors: 23 | - _Color: {r: 1, g: 0, b: 1, a: 1} 24 | -------------------------------------------------------------------------------- /Graffiti Wall/Wipe Paint.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e7d3f42d41b22d45813193884baecab 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Graffiti Wall/wall normal map.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/netri/Neitri-Unity-Shaders/cacf3d8a7cea8abdfa3f2e2a3254a804c06836db/Graffiti Wall/wall normal map.png -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | The author disclaims copyright to this source code. In place of a legal notice, here is a blessing: 2 | 3 | * May you do good and not evil. 4 | * May you find forgiveness for yourself and forgive others. 5 | * May you share freely, never taking more than you give. -------------------------------------------------------------------------------- /LICENSE.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d813605bbe527a340aca88d3177c2f8d 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Neitri Clock.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d8ff710fb87f33c4dad5315e110b59d6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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SV_Target 30 | { 31 | return UNITY_LIGHTMODEL_AMBIENT; 32 | } 33 | ENDCG 34 | } 35 | 36 | } 37 | 38 | FallBack Off 39 | } 40 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Ambient Light.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 474d471e78addde449555f44d64a2426 3 | timeCreated: 1525603946 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Camera Depth.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/Camera Depth" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" } 9 | Cull Back 10 | 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct appdata 20 | { 21 | float4 vertex : POSITION; 22 | float2 uv : TEXCOORD0; 23 | }; 24 | 25 | struct v2f 26 | { 27 | float2 uv : TEXCOORD0; 28 | float4 vertex : SV_POSITION; 29 | }; 30 | 31 | UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); 32 | 33 | float3 rgbToHsv(float3 c) 34 | { 35 | float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); 36 | float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); 37 | float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); 38 | 39 | float d = q.x - min(q.w, q.y); 40 | float e = 1.0e-10; 41 | return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); 42 | } 43 | 44 | float3 hsvToRgb(float3 c) 45 | { 46 | float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); 47 | float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); 48 | return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); 49 | } 50 | 51 | 52 | v2f vert (appdata v) 53 | { 54 | v2f o; 55 | o.vertex = UnityObjectToClipPos(v.vertex); 56 | o.uv = v.uv; 57 | return o; 58 | } 59 | 60 | float4 frag (v2f i) : SV_Target 61 | { 62 | float z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); 63 | float v = LinearEyeDepth(z) / 10; 64 | 65 | float3 rgb = hsvToRgb(float3(v,1,1)); 66 | return float4(rgb,1); 67 | 68 | } 69 | ENDCG 70 | } 71 | } 72 | 73 | FallBack Off 74 | } 75 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Camera Depth.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e2936910f8052f479a6e93d2b56e4d8 3 | timeCreated: 1528605145 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/HDR Detector.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca6aa3ddf1fc50e49be0cd96ee3cb622 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light Probes.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/Light Probes" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" } 9 | Cull Back 10 | 11 | Pass 12 | { 13 | Name "FORWARD" 14 | Tags { "LightMode"="ForwardBase" } 15 | Cull Back 16 | 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | #include "AutoLight.cginc" 23 | #include "Lighting.cginc" 24 | 25 | #pragma multi_compile_fwdbase 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float3 normal : NORMAL; 31 | }; 32 | 33 | struct v2f 34 | { 35 | float4 pos : SV_POSITION; 36 | float3 normalDir : TEXCOORD0; 37 | }; 38 | 39 | v2f vert (appdata v) 40 | { 41 | v2f o; 42 | o.pos = UnityObjectToClipPos(v.vertex); 43 | o.normalDir = UnityObjectToWorldNormal(v.normal); 44 | return o; 45 | } 46 | 47 | float4 frag (v2f i) : SV_Target 48 | { 49 | float3 normalDir = normalize(i.normalDir); 50 | half3 lightProbes = ShadeSH9(half4(normalDir, 1)); 51 | return float4(lightProbes, 1); 52 | } 53 | ENDCG 54 | } 55 | } 56 | 57 | FallBack Off 58 | } 59 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light Probes.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 19139227948cb2141b2ee14d222a8473 3 | timeCreated: 1525603946 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Attenuation Base.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/Light0 Attenuation Base" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" } 9 | Cull Back 10 | 11 | Pass 12 | { 13 | Name "FORWARD" 14 | Tags { "LightMode"="ForwardBase" } 15 | Cull Back 16 | 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | #include "AutoLight.cginc" 23 | #include "Lighting.cginc" 24 | 25 | #pragma multi_compile_fwdbase 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float3 normal : NORMAL; 31 | float4 tangent : TANGENT; 32 | }; 33 | 34 | struct v2f 35 | { 36 | float4 pos : SV_POSITION; 37 | float4 worldPos : TEXCOORD0; 38 | float3 normalDir : TEXCOORD1; 39 | LIGHTING_COORDS(2,3) // shadow coords 40 | }; 41 | 42 | v2f vert (appdata v) 43 | { 44 | v2f o; 45 | o.pos = UnityObjectToClipPos(v.vertex); 46 | o.normalDir = UnityObjectToWorldNormal(v.normal); 47 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 48 | TRANSFER_VERTEX_TO_FRAGMENT(o) // transfer shadow coords 49 | return o; 50 | } 51 | 52 | float4 frag (v2f i) : SV_Target 53 | { 54 | UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz); 55 | return float4(attenuation, attenuation, attenuation, 1); 56 | } 57 | ENDCG 58 | } 59 | } 60 | 61 | FallBack Off 62 | } 63 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Attenuation Base.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 874287c36a152af40a6d3e5e032f0e10 3 | timeCreated: 1525603946 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Attenuation Delta Add.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f83f7b9082554fc4db8b651ec749c147 3 | timeCreated: 1525603946 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Color Base.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/Light0 Color Base" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" } 10 | Cull Back 11 | 12 | Pass 13 | { 14 | Name "FORWARD" 15 | Tags { "LightMode"="ForwardBase" } 16 | Cull Back 17 | 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | 22 | #include "UnityCG.cginc" 23 | #include "AutoLight.cginc" 24 | #include "Lighting.cginc" 25 | 26 | #pragma multi_compile_fwdbase 27 | 28 | float4 vert (float4 vertex : POSITION) : POSITION { return UnityObjectToClipPos(vertex); } 29 | 30 | float4 frag () : SV_Target 31 | { 32 | return _LightColor0; 33 | } 34 | ENDCG 35 | } 36 | } 37 | 38 | FallBack Off 39 | } 40 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Color Base.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0df1d845f026dac4091ba7d5c12aeada 3 | timeCreated: 1525603946 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Color Delta Add.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/Light0 Color Delta Add" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" } 9 | Cull Back 10 | 11 | Pass 12 | { 13 | Name "FORWARD" 14 | Tags { "LightMode"="ForwardBase" } 15 | Cull Back 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #include "UnityCG.cginc" 20 | float4 vert (float4 vertex : POSITION) : POSITION { return UnityObjectToClipPos(vertex); } 21 | float4 frag () : SV_Target { discard; return 0; } 22 | ENDCG 23 | } 24 | 25 | Pass 26 | { 27 | Name "FORWARD_DELTA" 28 | Tags { "LightMode"="ForwardAdd" } 29 | Cull Back 30 | Blend One Zero 31 | 32 | CGPROGRAM 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | 36 | #include "UnityCG.cginc" 37 | #include "AutoLight.cginc" 38 | #include "Lighting.cginc" 39 | 40 | #pragma multi_compile_fwdadd_fullshadows 41 | 42 | float4 vert (float4 vertex : POSITION) : POSITION { return UnityObjectToClipPos(vertex); } 43 | 44 | float4 frag () : SV_Target 45 | { 46 | return _LightColor0; 47 | } 48 | ENDCG 49 | } 50 | } 51 | 52 | FallBack Off 53 | } 54 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Color Delta Add.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cfc2ca1b76e37ae40b6f0635887e068e 3 | timeCreated: 1525603946 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Direction Base.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/Light0 Direction Base" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" } 9 | Cull Back 10 | 11 | Pass 12 | { 13 | Name "FORWARD" 14 | Tags { "LightMode"="ForwardBase" } 15 | Cull Back 16 | 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | #include "AutoLight.cginc" 23 | #include "Lighting.cginc" 24 | 25 | #pragma multi_compile_fwdbase 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float3 normal : NORMAL; 31 | float4 tangent : TANGENT; 32 | }; 33 | 34 | struct v2f 35 | { 36 | float4 pos : SV_POSITION; 37 | float4 worldPos : TEXCOORD0; 38 | float3 normalDir : TEXCOORD1; 39 | }; 40 | 41 | v2f vert (appdata v) 42 | { 43 | v2f o; 44 | o.pos = UnityObjectToClipPos(v.vertex); 45 | o.normalDir = UnityObjectToWorldNormal(v.normal); 46 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 47 | return o; 48 | } 49 | 50 | float4 frag (v2f i) : SV_Target 51 | { 52 | float3 normalDir = normalize(i.normalDir); 53 | float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.worldPos.xyz, _WorldSpaceLightPos0.w)); 54 | float NdotL = saturate(dot(normalDir, lightDirection)); 55 | return float4(NdotL, NdotL, NdotL, 1); 56 | } 57 | ENDCG 58 | } 59 | } 60 | 61 | FallBack Off 62 | } 63 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Direction Base.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b999522750fe2c5458408b8a111bd4df 3 | timeCreated: 1525603946 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Light0 Direction Delta Add.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/Light0 Direction Delta Add" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } 9 | 10 | Pass 11 | { 12 | Name "FORWARD" 13 | Tags { "LightMode"="ForwardBase" } 14 | Cull Back 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | #include "UnityCG.cginc" 19 | float4 vert (float4 vertex : POSITION) : POSITION { return UnityObjectToClipPos(vertex); } 20 | float4 frag () : SV_Target { discard; return 0; } 21 | ENDCG 22 | } 23 | 24 | Pass 25 | { 26 | Name "FORWARD_DELTA" 27 | Tags { "LightMode"="ForwardAdd" } 28 | Blend One Zero 29 | Cull Back 30 | 31 | CGPROGRAM 32 | #pragma vertex vert 33 | #pragma fragment frag 34 | 35 | #include "UnityCG.cginc" 36 | #include "AutoLight.cginc" 37 | #include "Lighting.cginc" 38 | 39 | #pragma multi_compile_fwdadd_fullshadows 40 | 41 | struct appdata 42 | { 43 | float4 vertex : POSITION; 44 | float3 normal : NORMAL; 45 | float4 tangent : TANGENT; 46 | }; 47 | 48 | struct v2f 49 | { 50 | float4 pos : SV_POSITION; 51 | float4 worldPos : TEXCOORD0; 52 | float3 normalDir : TEXCOORD1; 53 | }; 54 | 55 | v2f vert (appdata v) 56 | { 57 | v2f o; 58 | o.pos = UnityObjectToClipPos(v.vertex); 59 | o.normalDir = UnityObjectToWorldNormal(v.normal); 60 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 61 | return o; 62 | } 63 | 64 | float4 frag (v2f i) : SV_Target 65 | { 66 | float3 normalDir = normalize(i.normalDir); 67 | float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.worldPos.xyz, _WorldSpaceLightPos0.w)); 68 | float NdotL = saturate(dot(normalDir, lightDirection)); 69 | return float4(NdotL, NdotL, NdotL, 1); 70 | } 71 | ENDCG 72 | } 73 | } 74 | 75 | FallBack Off 76 | } 77 | 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/Shader Debug/Shaders/Reflection Probe.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/Reflection Probe" 2 | { 3 | Properties 4 | { 5 | _MipLevel ("_MipLevel", Int) = 0 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" "IgnoreProjector"="True" } 10 | 11 | Pass 12 | { 13 | Name "FORWARD" 14 | Tags { "LightMode"="ForwardBase" } 15 | Cull Back 16 | 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | #include "AutoLight.cginc" 23 | #include "Lighting.cginc" 24 | 25 | #pragma multi_compile_fwdbase 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float3 normal : NORMAL; 31 | }; 32 | 33 | struct v2f 34 | { 35 | float4 pos : SV_POSITION; 36 | float3 normalDir : TEXCOORD0; 37 | }; 38 | 39 | int _MipLevel; 40 | 41 | v2f vert (appdata v) 42 | { 43 | v2f o; 44 | o.pos = UnityObjectToClipPos(v.vertex); 45 | o.normalDir = UnityObjectToWorldNormal(v.normal); 46 | return o; 47 | } 48 | 49 | float4 frag (v2f i) : SV_Target 50 | { 51 | float3 reflectionProbe = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, i.normalDir, _MipLevel), unity_SpecCube0_HDR); 52 | return float4(reflectionProbe, 1); 53 | } 54 | ENDCG 55 | } 56 | } 57 | 58 | FallBack Off 59 | } 60 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Reflection Probe.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 781852f0a161811448a6084a65e55e6b 3 | timeCreated: 1528605145 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/Vertex Lights.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fea1ec805235793448681b2087210382 3 | timeCreated: 1525603946 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/World Position Display.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62fd5fa84f1e93d4aab745627bcd9ccf 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/World Rotation Gizmo.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Debug/World Rotation Gizmo" 2 | { 3 | Properties 4 | { 5 | _MainTex ("_MainTex", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Blend SrcAlpha OneMinusSrcAlpha 10 | Tags { "RenderType"="Opaque" "Queue"="Transparent" "IgnoreProjector"="True" } 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | float4 color : COLOR; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float4 pos : SV_POSITION; 30 | float2 uv : TEXCOORD0; 31 | float4 color : TEXCOORD1; 32 | }; 33 | 34 | sampler2D _MainTex; 35 | 36 | v2f vert (appdata v) 37 | { 38 | v2f o; 39 | 40 | float4 worldPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)); 41 | float4 scale = mul(unity_ObjectToWorld, normalize(float4(1, 1, 1, 0))); 42 | 43 | worldPos.xyz += v.vertex.xyz * length(scale.xyz); 44 | 45 | o.pos = mul(UNITY_MATRIX_VP, worldPos); 46 | o.uv = v.uv; 47 | o.color = v.color; 48 | return o; 49 | } 50 | 51 | fixed4 frag (v2f i) : SV_Target 52 | { 53 | if (dot(i.color,1) > 3.5) 54 | { 55 | fixed4 col = tex2D(_MainTex, i.uv); 56 | clip(col.a-0.05); 57 | return col; 58 | } 59 | else 60 | { 61 | return i.color; 62 | } 63 | } 64 | ENDCG 65 | } 66 | } 67 | 68 | Fallback Off 69 | } 70 | 71 | 72 | -------------------------------------------------------------------------------- /Shader Debug/Shaders/World Rotation Gizmo.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de610a4c33b05024a92f49b657af0ba8 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shader Debug/digits.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/netri/Neitri-Unity-Shaders/cacf3d8a7cea8abdfa3f2e2a3254a804c06836db/Shader Debug/digits.png -------------------------------------------------------------------------------- /Test Grid.shader: -------------------------------------------------------------------------------- 1 | Shader "Neitri/Test Grid" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 6 | _Metallic ("Metallic", Range(0,1)) = 0.0 7 | } 8 | SubShader { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 200 11 | 12 | CGPROGRAM 13 | #pragma surface surf Standard fullforwardshadows 14 | #pragma target 3.0 15 | 16 | sampler2D _MainTex; 17 | 18 | struct Input { 19 | float2 uv_MainTex; 20 | float3 worldPos; 21 | }; 22 | 23 | half _Glossiness; 24 | half _Metallic; 25 | fixed4 _Color; 26 | 27 | void surf (Input IN, inout SurfaceOutputStandard o) { 28 | float3 pos = abs(IN.worldPos); 29 | float3 gray = float3(0.3, 0.59, 0.11); 30 | float3 color = 31 | frac(pos * 10) * 0.1 + 32 | frac(pos) * 0.6 + 33 | frac(pos * 0.1) * 0.3; 34 | color = dot(color, gray); 35 | color *= smoothstep(0, 1, length(pos)); 36 | 37 | float3 c = fmod(round(pos), 2); 38 | float checkboard = c.x * c.z; 39 | 40 | o.Albedo = color * _Color; 41 | o.Metallic = _Metallic * checkboard; 42 | o.Smoothness = _Glossiness; 43 | o.Alpha = 1; 44 | } 45 | ENDCG 46 | } 47 | FallBack "Diffuse" 48 | } 49 | -------------------------------------------------------------------------------- /Test Grid.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 38baa671b0d7c1e4d8fbcba60dd12942 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Wireframe Fade.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ff3cdc98b08cf847a21a534263abd85 3 | 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