Flatkit 추가 및 설정

This commit is contained in:
2026-01-25 11:27:33 +09:00
parent 05233497e7
commit cf16910a32
1938 changed files with 408633 additions and 244 deletions

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guid: 86faafcc11517418fa1da0c53aa3c21a
folderAsset: yes
timeCreated: 1481364771
licenseType: Free
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using UnityEngine;
using UnityEditor;
public class GradientSkyboxEditor : UnityEditor.MaterialEditor {
public override void OnInspectorGUI() {
serializedObject.Update();
var theShader = serializedObject.FindProperty ("m_Shader");
if (isVisible && !theShader.hasMultipleDifferentValues && theShader.objectReferenceValue != null) {
EditorGUI.BeginChangeCheck();
base.OnInspectorGUI();
if (EditorGUI.EndChangeCheck()) {
var dirPitch = GetMaterialProperty(targets, "_DirectionPitch");
var dirYaw = GetMaterialProperty(targets, "_DirectionYaw");
var dirPitchRad = dirPitch.floatValue * Mathf.Deg2Rad;
var dirYawRad = dirYaw.floatValue * Mathf.Deg2Rad;
var direction = new Vector4(Mathf.Sin(dirPitchRad) * Mathf.Sin(dirYawRad), Mathf.Cos(dirPitchRad),
Mathf.Sin(dirPitchRad) * Mathf.Cos(dirYawRad), 0.0f);
GetMaterialProperty(targets, "_Direction").vectorValue = direction;
PropertiesChanged();
}
}
}
}

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timeCreated: 1453992704
licenseType: Free
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defaultReferences: []
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icon: {instanceID: 0}
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Shader "FlatKit/GradientSkybox" {
Properties {
_Color2 ("Top Color", Color) = (0.97, 0.67, 0.51, 0)
_Color1 ("Bottom Color", Color) = (0, 0.7, 0.74, 0)
[Space]
_Intensity ("Intensity", Range (0, 2)) = 1.0
_Exponent ("Exponent", Range (0, 3)) = 1.0
[Space]
_DirectionYaw ("Direction X angle", Range (0, 180)) = 0
_DirectionPitch ("Direction Y angle", Range (0, 180)) = 0
[Space]
_NoiseIntensity ("Noise Intensity", Range (0, 0.25)) = 0.0
[HideInInspector]
_Direction ("Direction", Vector) = (0, 1, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 position : POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 position : SV_POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color1;
half4 _Color2;
half3 _Direction;
half _Intensity;
half _Exponent;
half _NoiseIntensity;
v2f vert (appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.position = UnityObjectToClipPos(v.position);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : COLOR {
const half d = dot(normalize(i.texcoord), _Direction) * 0.5f + 0.5f;
float t = pow(d, _Exponent);
t += frac(sin(dot(t, float4(12.9898, 78.233, 45.164, 94.673))) * 43758.5453) * _NoiseIntensity;
return lerp(_Color1, _Color2, t) * _Intensity;
}
ENDCG
SubShader {
Tags { "RenderType"="Background" "Queue"="Background" }
Pass {
ZWrite Off
Cull Off
Fog { Mode Off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
CustomEditor "GradientSkyboxEditor"
}

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fileFormatVersion: 2
guid: e32cae2a5bbfb41888ef2ba8391ab87d
labels:
- Unlit
- Shader
- Flat
- Gradient
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