[Fix] All in one + add dice

This commit is contained in:
2026-02-23 22:24:46 +07:00
parent 4f942cd7c0
commit 2f9e082d75
1593 changed files with 474068 additions and 31 deletions
@@ -0,0 +1,64 @@
Shader "Custom/ScreenSpaceGradient" {
Properties {
_TopColor ("Top Color", Color) = (0.4, 0.6, 0.9, 1)
_BottomColor ("Bottom Color", Color) = (0.0, 0.2, 0.4, 1)
_NoiseIntensity ("Noise Intensity", Range(1, 255)) = 255
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Background" "PreviewType"="Skybox" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 position : SV_POSITION;
float4 screenPos : TEXCOORD0;
};
float4 _TopColor;
float4 _BottomColor;
float _NoiseIntensity;
// Interleaved gradient noise function to reduce banding
float InterleavedGradientNoise(float2 screenPos) {
return frac(52.9829189 * frac(dot(screenPos, float2(0.06711056, 0.00583715))));
}
v2f vert(appdata v) {
v2f o;
o.position = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.position);
return o;
}
float4 frag(v2f i) : SV_Target {
// Calculate normalized screen position (0-1 on Y axis)
float2 screenUV = i.screenPos.xy / i.screenPos.w;
// Use Y coordinate to interpolate between top and bottom colors
float4 gradientColor = lerp(_BottomColor, _TopColor, screenUV.y);
// Apply interleaved gradient noise to reduce banding
float2 screenPos = i.screenPos.xy / i.screenPos.w * _ScreenParams.xy;
float noise = InterleavedGradientNoise(screenPos) / _NoiseIntensity;
gradientColor.rgb += noise;
return gradientColor;
}
ENDCG
}
}
FallBack "Unlit/Color"
}
@@ -0,0 +1,17 @@
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packageName: All In 1 3D-Shader
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assetPath: Assets/Plugins/AllIn13DShader/Demo/Shaders/ScreenSpaceGradient.shader
uploadId: 865720
@@ -0,0 +1,248 @@
Shader "Custom/SkyStylized"
{
Properties
{
[Header(Features)]
[Toggle] _EnableGradient("Enable Gradient", Float) = 1
[Toggle] _EnableClouds("Enable Clouds", Float) = 1
[Toggle] _EnableSun("Enable Sun", Float) = 1
[Header(Sky Colors)]
_SkyColor ("Sky Color", Color) = (0.5, 0.7, 1.0, 1)
[AllIn13DShaderGradientDrawer]_GradientRamp ("Gradient Ramp", 2D) = "white" {}
_RampTiling ("Ramp Tiling", Range(0.1, 4)) = 1.0
_HorizonOffset ("Horizon Offset", Range(-0.5, 0.5)) = 0.15
[Header(Cloud Shape)]
_CloudColor ("Cloud Color", Color) = (1,1,1,1)
_CloudThreshold ("Cloud Cutoff", Range(0, 1)) = 0.5
_CloudContrast ("Cloud Contrast", Range(1, 10)) = 2
_CloudDensity ("Cloud Coverage", Range(0, 1)) = 0.5
[Header(Cloud Movement)]
_CloudSpeed ("Cloud Speed", Vector) = (0.1, 0, 0.05, 0)
_WindStretch ("Wind Stretch", Range(0, 2)) = 0.5
[Header(Cloud Pattern)]
_CloudScale1 ("Large Pattern Scale", Range(1, 20)) = 8
_CloudScale2 ("Detail Scale", Range(1, 20)) = 12
_WarpStrength ("Pattern Distortion", Range(0, 1)) = 0.3
_CloudHeight ("Cloud Height", Range(0, 1)) = 0.3
_CloudThickness ("Cloud Thickness", Range(0, 1)) = 0.1
[Header(Sun)]
_SunColor ("Sun Color", Color) = (1, 0.54, 0.17, 1)
_SunSize ("Sun Size", Range(0.0001, 1.0)) = 0.05
[Header(Sun Glow)]
_GlowColor ("Glow Color", Color) = (1, 0.95, 0.8, 1)
_GlowSize ("Glow Size", Range(1, 10)) = 4
_GlowPower ("Glow Falloff", Range(1, 10)) = 3
}
SubShader
{
Tags
{
"Queue"="Background"
"RenderType"="Background"
"PreviewType"="Skybox"
}
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma shader_feature_local _ENABLEGRADIENT_ON
#pragma shader_feature_local _ENABLECLOUDS_ON
#pragma shader_feature_local _ENABLESUN_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float2 rampUV : TEXCOORD1;
};
// Toggle properties
float _EnableGradient;
float _EnableClouds;
float _EnableSun;
float4 _SkyColor;
// Sky properties
sampler2D _GradientRamp;
float _RampTiling;
float _HorizonOffset;
// Cloud properties
float4 _CloudColor;
float _CloudThreshold, _CloudContrast, _CloudDensity;
float4 _CloudSpeed;
float _WindStretch;
float _CloudScale1, _CloudScale2, _WarpStrength;
float _CloudHeight, _CloudThickness;
// Sun properties
float4 _SunColor;
float _SunSize;
float4 _GlowColor;
float _GlowSize, _GlowPower;
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = normalize(mul(unity_ObjectToWorld, v.vertex).xyz);
// Map world height to UV coordinates for gradient
float height = o.worldPos.y + _HorizonOffset;
o.rampUV = float2(height * _RampTiling + 0.5, 0.5);
return o;
}
float hash(float3 p)
{
p = frac(p * 0.3183099 + 0.1);
p *= 17.0;
return frac(p.x * p.y * p.z * (p.x + p.y + p.z));
}
float noise(float3 x)
{
float3 i = floor(x);
float3 f = frac(x);
f = f * f * (3.0 - 2.0 * f);
return lerp(lerp(lerp(hash(i + float3(0,0,0)),
hash(i + float3(1,0,0)), f.x),
lerp(hash(i + float3(0,1,0)),
hash(i + float3(1,1,0)), f.x), f.y),
lerp(lerp(hash(i + float3(0,0,1)),
hash(i + float3(1,0,1)), f.x),
lerp(hash(i + float3(0,1,1)),
hash(i + float3(1,1,1)), f.x), f.y), f.z);
}
float fbm(float3 p)
{
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for(int i = 0; i < 4; i++)
{
value += amplitude * noise(p * frequency);
amplitude *= 0.5;
frequency *= 2.0;
}
return value;
}
float3 warp(float3 pos, float strength)
{
float3 q = float3(
fbm(pos + float3(0.0, 1.0, 0.5)),
fbm(pos + float3(2.0, -2.0, -0.5)),
fbm(pos + float3(-2.0, -1.0, 1.0))
);
return pos + q * strength;
}
float calculateCloudShape(float3 worldPos)
{
// Apply wind stretching along movement direction
float3 stretching = worldPos;
stretching.xz += worldPos.y * _WindStretch * normalize(_CloudSpeed.xz);
// First layer of warping for large cloud shapes
float3 warpedPos = warp(stretching * _CloudScale1 + _Time.y * _CloudSpeed, _WarpStrength);
float largePattern = fbm(warpedPos);
// Second layer for detail and erosion
float3 detailPos = stretching * _CloudScale2 + _Time.y * _CloudSpeed * 1.5;
float detail = fbm(detailPos + largePattern * 0.5) * 0.5;
// Combine patterns and apply threshold
float clouds = largePattern + detail;
clouds = saturate((clouds - _CloudThreshold) * _CloudContrast);
return clouds;
}
float calculateClouds(float3 worldPos)
{
// Height-based cloud layer mask
float heightMask = smoothstep(_CloudHeight - _CloudThickness,
_CloudHeight + _CloudThickness,
worldPos.y);
// Calculate cloud pattern
float cloudPattern = calculateCloudShape(worldPos);
// Apply coverage control
float coverage = cloudPattern * _CloudDensity;
// Combine with height mask
return coverage * heightMask;
}
float3 calculateSun(float3 rayDir)
{
float3 sunDir = normalize(_WorldSpaceLightPos0.xyz);
float3 delta = rayDir - sunDir;
float distToSun = length(delta);
// Sharp sun disk
float sunDisk = distToSun < _SunSize ? 1.0 : 0.0;
// Smooth glow falloff
float glow = 1.0 - saturate(distToSun / (_SunSize * _GlowSize));
glow = pow(glow, _GlowPower);
// Combine sun disk and glow
return _SunColor.rgb * sunDisk + _GlowColor.rgb * glow;
}
float4 frag(v2f i) : SV_Target
{
// Sample sky color or gradient
float4 skyColor;
#if _ENABLEGRADIENT_ON
skyColor = tex2D(_GradientRamp, i.rampUV);
skyColor.rgb *= _SkyColor.rgb;
#else
skyColor = _SkyColor;
#endif
// Calculate cloud coverage
#if _ENABLECLOUDS_ON
float clouds = calculateClouds(i.worldPos);
skyColor.rgb = lerp(skyColor.rgb, _CloudColor.rgb, clouds);
#endif
// Add sun contribution
#if _ENABLESUN_ON
float3 sunContribution = calculateSun(i.worldPos);
skyColor.rgb += sunContribution;
#endif
return skyColor;
}
ENDCG
}
}
}
@@ -0,0 +1,17 @@
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uploadId: 865720
@@ -0,0 +1,64 @@
Shader "Custom/Skybox3Colors"
{
Properties
{
_TopColor ("Top Color", Color) = (0, 1, 1, 1)
_HorizonColor ("Horizon Color", Color) = (0, 0, 0, 1)
_BottomColor ("Bottom Color", Color) = (1, 0, 1, 1)
_TopExponent ("Top Exponent", Float) = 0.5
_BottomExponent ("Bottom Exponent", Float) = 0.5
_AmplFactor ("Amplification", Float) = 1.0
}
SubShader
{
Tags{"RenderType" ="Background" "Queue" = "Background"}
ZWrite Off Cull Off
Fog { Mode Off }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct vertIn
{
float4 vertex : POSITION;
float3 uv : TEXCOORD0;
};
struct vertOut
{
float4 vertex : SV_POSITION;
float3 uv: TEXCOORD0;
};
vertOut vert (vertIn v)
{
vertOut o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half _TopExponent, _BottomExponent, _AmplFactor;
half4 _TopColor, _HorizonColor, _BottomColor;
half4 frag (vertOut i) : SV_Target
{
half interpUv = normalize (i.uv).y;
half topLerp = 1.0f - pow (min (1.0f, 1.0f - interpUv), _TopExponent);
half bottomLerp = 1.0f - pow (min (1.0f, 1.0f + interpUv), _BottomExponent);
half horizonLerp = 1.0f - topLerp - bottomLerp;
half4 horizonCol = (_TopColor * topLerp + _HorizonColor * horizonLerp + _BottomColor * bottomLerp) * _AmplFactor;
return horizonCol;
}
ENDCG
}
}
}
@@ -0,0 +1,17 @@
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