[Add] Ultimate Preview

This commit is contained in:
2026-02-27 04:40:03 +07:00
parent 37076cfaaf
commit 6340a011f9
123 changed files with 5479 additions and 1 deletions
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Since lighting behavior can vary across Unity versions and render pipelines, you may need to adjust existing lights or add additional ones to achieve better-lit previews.
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Shader "Hidden/Ultimate Preview Floor" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_ShadowTexture ("Shadowmap", 2D) = "white" {}
_Alphas ("Alphas", Vector) = (1.0,0.3,0,0)
_ColorTint ("Tint Color (RGBA)", Color) = (0,0,1,0.1)
}
SubShader {
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Blend One OneMinusSrcAlpha
ZWrite Off
Pass {
Tags {"LightMode" = "Vertex"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float2 shadowUV : TEXCOORD1;
fixed4 color : COLOR0;
float4 pos : SV_POSITION;
};
float4 _MainTex_ST;
float4x4 _ShadowTextureMatrix;
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
float4 wpos = mul(unity_ObjectToWorld, v.vertex);
o.shadowUV = mul(_ShadowTextureMatrix, wpos).xy;
o.color.rgb = ShadeVertexLights(v.vertex, v.normal);
o.color.a = 1.0;
return o;
}
sampler2D _MainTex;
sampler2D _ShadowTexture;
fixed4 _Alphas;
fixed4 _ColorTint;
fixed4 frag (v2f i) : SV_Target0
{
fixed4 col = tex2D(_MainTex, i.uv);
// col.rgb *= i.color.rgb; // Apply lighting
col.rgb *= _ColorTint.rgb;
col.a *= _ColorTint.a;
col.rgb *= col.a;
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col.rgb = lerp(col.rgb, fixed3(0, 0, 0), shadow);
col.a = max(col.a, shadow);
return col;
}
ENDCG
}
}
}
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