Initial commit (part 3)
Browse filesThis view is limited to 50 files because it contains too many changes. See raw diff
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|
| 1 |
+
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
|
| 2 |
+
|
| 3 |
+
Shader "ML-Agents/GridPattern" {
|
| 4 |
+
Properties {
|
| 5 |
+
_LineColor ("Line Color", Color) = (1,1,1,1)
|
| 6 |
+
_CellColor ("Cell Color", Color) = (0,0,0,0)
|
| 7 |
+
// _SelectedColor ("Selected Color", Color) = (1,0,0,1)
|
| 8 |
+
[PerRendererData] _MainTex ("Albedo (RGB)", 2D) = "white" {}
|
| 9 |
+
[IntRange] _GridSize("Grid Size", Range(1,100)) = 10
|
| 10 |
+
_LineSize("Line Size", Range(0,1)) = 0.15
|
| 11 |
+
// [FloatRange] _LineOffset("Line Offset", Range(0,1)) = 0
|
| 12 |
+
[IntRange] _DrawU("Draw U Toggle ( 0 = False , 1 = True )", Range(0,1)) = 1
|
| 13 |
+
[IntRange] _DrawV("Draw V Toggle ( 0 = False , 1 = True )", Range(0,1)) = 1
|
| 14 |
+
// [IntRange] _SelectCell("Select Cell Toggle ( 0 = False , 1 = True )", Range(0,1)) = 0.0
|
| 15 |
+
// [IntRange] _SelectedCellX("Selected Cell X", Range(0,100)) = 0.0
|
| 16 |
+
// [IntRange] _SelectedCellY("Selected Cell Y", Range(0,100)) = 0.0
|
| 17 |
+
}
|
| 18 |
+
SubShader {
|
| 19 |
+
Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" }
|
| 20 |
+
LOD 200
|
| 21 |
+
|
| 22 |
+
|
| 23 |
+
CGPROGRAM
|
| 24 |
+
// Physically based Standard lighting model, and enable shadows on all light types
|
| 25 |
+
#pragma surface surf Standard fullforwardshadows
|
| 26 |
+
|
| 27 |
+
// Use shader model 3.0 target, to get nicer looking lighting
|
| 28 |
+
#pragma target 3.0
|
| 29 |
+
|
| 30 |
+
sampler2D _MainTex;
|
| 31 |
+
|
| 32 |
+
struct Input {
|
| 33 |
+
float2 uv_MainTex;
|
| 34 |
+
};
|
| 35 |
+
|
| 36 |
+
half _Glossiness = 0.0;
|
| 37 |
+
half _Metallic = 0.0;
|
| 38 |
+
float4 _LineColor;
|
| 39 |
+
float4 _CellColor;
|
| 40 |
+
// float4 _SelectedColor;
|
| 41 |
+
|
| 42 |
+
float _GridSize;
|
| 43 |
+
// float _LineOffset;
|
| 44 |
+
float _LineSize;
|
| 45 |
+
|
| 46 |
+
float _DrawU;
|
| 47 |
+
float _DrawV;
|
| 48 |
+
// float _SelectCell;
|
| 49 |
+
// float _SelectedCellX;
|
| 50 |
+
// float _SelectedCellY;
|
| 51 |
+
|
| 52 |
+
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
| 53 |
+
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
| 54 |
+
// #pragma instancing_options assumeuniformscaling
|
| 55 |
+
UNITY_INSTANCING_BUFFER_START(Props)
|
| 56 |
+
// put more per-instance properties here
|
| 57 |
+
UNITY_INSTANCING_BUFFER_END(Props)
|
| 58 |
+
|
| 59 |
+
void surf (Input IN, inout SurfaceOutputStandard o) {
|
| 60 |
+
// Albedo comes from a texture tinted by color
|
| 61 |
+
|
| 62 |
+
float2 uv = IN.uv_MainTex;
|
| 63 |
+
|
| 64 |
+
// _SelectedCellX = floor(_SelectedCellX);
|
| 65 |
+
// _SelectedCellY = floor(_SelectedCellY);
|
| 66 |
+
|
| 67 |
+
fixed4 c = float4(0.0,0.0,0.0,0.0);
|
| 68 |
+
|
| 69 |
+
float brightness = 1.0;
|
| 70 |
+
|
| 71 |
+
float gsize = floor(_GridSize);
|
| 72 |
+
|
| 73 |
+
|
| 74 |
+
|
| 75 |
+
gsize += _LineSize;
|
| 76 |
+
|
| 77 |
+
float2 id;
|
| 78 |
+
|
| 79 |
+
id.x = floor(uv.x/(1.0/gsize));
|
| 80 |
+
// id.y = floor(uv.y/(1.0/gsize));
|
| 81 |
+
id.y = floor(uv.y/(1.0/gsize));
|
| 82 |
+
|
| 83 |
+
float4 color = _CellColor;
|
| 84 |
+
brightness = _CellColor.w;
|
| 85 |
+
|
| 86 |
+
// //This checks that the cell is currently selected if the Select Cell slider is set to 1 ( True )
|
| 87 |
+
// if (round(_SelectCell) == 1.0 && id.x == _SelectedCellX && id.y == _SelectedCellY)
|
| 88 |
+
// {
|
| 89 |
+
// brightness = _SelectedColor.w;
|
| 90 |
+
// color = _SelectedColor;
|
| 91 |
+
// }
|
| 92 |
+
|
| 93 |
+
// if (frac(uv.x*gsize) <= _LineSize || frac(uv.y*gsize) <= _LineSize)
|
| 94 |
+
// {
|
| 95 |
+
// brightness = _LineColor.w;
|
| 96 |
+
// color = _LineColor;
|
| 97 |
+
// }
|
| 98 |
+
if(round(_DrawU) == 1.0)
|
| 99 |
+
{
|
| 100 |
+
if (frac(uv.x*gsize) <= _LineSize)
|
| 101 |
+
{
|
| 102 |
+
// if (frac(uv.x*gsize) <= _LineSize)
|
| 103 |
+
// {
|
| 104 |
+
brightness = _LineColor.w;
|
| 105 |
+
color = _LineColor;
|
| 106 |
+
}
|
| 107 |
+
}
|
| 108 |
+
if(round(_DrawV) == 1.0)
|
| 109 |
+
{
|
| 110 |
+
if (frac(uv.y*gsize) <= _LineSize)
|
| 111 |
+
{
|
| 112 |
+
brightness = _LineColor.w;
|
| 113 |
+
color = _LineColor;
|
| 114 |
+
}
|
| 115 |
+
}
|
| 116 |
+
// // if (round(uv.x*gsize) == .8)
|
| 117 |
+
// // if (uv.x >= _LineOffset)
|
| 118 |
+
// if (uv.x >= .2 && uv.x <= .3)
|
| 119 |
+
// {
|
| 120 |
+
// brightness = _LineColor.w;
|
| 121 |
+
// color = _LineColor;
|
| 122 |
+
// // color = _CellColor;
|
| 123 |
+
// // brightness = _CellColor.w;
|
| 124 |
+
// }
|
| 125 |
+
|
| 126 |
+
// if (frac(uv.x*gsize) <= _LineSize && frac(uv.y*gsize) <= _LineSize)
|
| 127 |
+
// {
|
| 128 |
+
// // brightness = _LineColor.w;
|
| 129 |
+
// // color = _LineColor;
|
| 130 |
+
// color = _CellColor;
|
| 131 |
+
// brightness = _CellColor.w;
|
| 132 |
+
// }
|
| 133 |
+
|
| 134 |
+
|
| 135 |
+
// if (frac(uv.x*gsize/_LineOffset) <= _LineSize)
|
| 136 |
+
// {
|
| 137 |
+
// brightness = _LineColor.w;
|
| 138 |
+
// color = _LineColor;
|
| 139 |
+
// }
|
| 140 |
+
// if (frac(uv.x*gsize/.5) <= _LineSize || fradc(uv.y*gsize) <= _LineSize)
|
| 141 |
+
// {
|
| 142 |
+
// brightness = _LineColor.w;
|
| 143 |
+
// color = _LineColor;
|
| 144 |
+
// }
|
| 145 |
+
|
| 146 |
+
|
| 147 |
+
//Clip transparent spots using alpha cutout
|
| 148 |
+
if (brightness == 0.0) {
|
| 149 |
+
clip(c.a - 1.0);
|
| 150 |
+
}
|
| 151 |
+
|
| 152 |
+
|
| 153 |
+
o.Albedo = float4( color.x*brightness,color.y*brightness,color.z*brightness,brightness);
|
| 154 |
+
// Metallic and smoothness come from slider variables
|
| 155 |
+
o.Metallic = 0.0;
|
| 156 |
+
o.Smoothness = 0.0;
|
| 157 |
+
o.Alpha = 0.0;
|
| 158 |
+
}
|
| 159 |
+
ENDCG
|
| 160 |
+
}
|
| 161 |
+
FallBack "Diffuse"
|
| 162 |
+
}
|
Project/Assets/ML-Agents/Examples/SharedAssets/Materials/GridPatternShader.shader.meta
ADDED
|
Binary file (197 Bytes). View file
|
|
|
Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Headband.mat
ADDED
|
@@ -0,0 +1,76 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
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|
|
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|
|
|
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|
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|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
| 1 |
+
%YAML 1.1
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| 2 |
+
%TAG !u! tag:unity3d.com,2011:
|
| 3 |
+
--- !u!21 &2100000
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| 4 |
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m_Name: Headband
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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| 11 |
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m_ShaderKeywords:
|
| 12 |
+
m_LightmapFlags: 4
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| 13 |
+
m_EnableInstancingVariants: 0
|
| 14 |
+
m_DoubleSidedGI: 0
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Floats:
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+
- _BumpScale: 1
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| 59 |
+
- _Cutoff: 0.5
|
| 60 |
+
- _DetailNormalMapScale: 1
|
| 61 |
+
- _DstBlend: 0
|
| 62 |
+
- _GlossMapScale: 1
|
| 63 |
+
- _Glossiness: 1
|
| 64 |
+
- _GlossyReflections: 1
|
| 65 |
+
- _Metallic: 0
|
| 66 |
+
- _Mode: 0
|
| 67 |
+
- _OcclusionStrength: 1
|
| 68 |
+
- _Parallax: 0.02
|
| 69 |
+
- _SmoothnessTextureChannel: 0
|
| 70 |
+
- _SpecularHighlights: 1
|
| 71 |
+
- _SrcBlend: 1
|
| 72 |
+
- _UVSec: 0
|
| 73 |
+
- _ZWrite: 1
|
| 74 |
+
m_Colors:
|
| 75 |
+
- _Color: {r: 0.98039216, g: 0.6509804, b: 0.16078432, a: 1}
|
| 76 |
+
- _EmissionColor: {r: 0.98039216, g: 0.6509804, b: 0.16078432, a: 1}
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Headband.mat.meta
ADDED
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Binary file (182 Bytes). View file
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|
Project/Assets/ML-Agents/Examples/SharedAssets/Materials/LightGreen.mat
ADDED
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/ShaderOutline.shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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|
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Shader "Custom/Outline and ScreenSpace texture"
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{
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Properties
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{
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[Header(Outline)]
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+
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[Header(Texture)]
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{
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Cull Front
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CGPROGRAM
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struct v2f {
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+
float4 pos : SV_POSITION;
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};
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|
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+
float _OutlineVal;
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+
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+
v2f vert(appdata_base v) {
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+
v2f o;
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+
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+
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+
float3 normal = mul((float3x3) UNITY_MATRIX_IT_MV, v.normal);
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+
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normal.x *= UNITY_MATRIX_P[0][0];
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normal.y *= UNITY_MATRIX_P[1][1];
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// Scale the model depending the previous computed normal and outline value
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| 49 |
+
o.pos.xy += _OutlineVal * normal.xy;
|
| 50 |
+
return o;
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+
}
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+
fixed4 _OutlineCol;
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|
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+
fixed4 frag(v2f i) : SV_Target {
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+
return _OutlineCol;
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+
}
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ENDCG
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}
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+
Pass
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{
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CGPROGRAM
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+
#pragma vertex vert
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+
#pragma fragment frag
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+
#include "UnityCG.cginc"
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+
float4 vert(appdata_base v) : SV_POSITION
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+
{
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+
return UnityObjectToClipPos(v.vertex);
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+
}
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+
|
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+
sampler2D _MainTex;
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| 75 |
+
float _Zoom;
|
| 76 |
+
float _SpeedX;
|
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+
float _SpeedY;
|
| 78 |
+
|
| 79 |
+
fixed4 frag(float4 i : VPOS) : SV_Target
|
| 80 |
+
{
|
| 81 |
+
// Screen space texture
|
| 82 |
+
return tex2D(_MainTex, ((i.xy / _ScreenParams.xy) + float2(_Time.y * _SpeedX, _Time.y * _SpeedY)) / _Zoom);
|
| 83 |
+
}
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| 84 |
+
|
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+
ENDCG
|
| 86 |
+
}
|
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+
}
|
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+
}
|
Project/Assets/ML-Agents/Examples/SharedAssets/Materials/ShaderOutline.shader.meta
ADDED
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Binary file (176 Bytes). View file
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/ShaderRadialGrid.shader
ADDED
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@@ -0,0 +1,88 @@
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Shader "Custom/WireFrame" {
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Properties {
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_LineColor ("LineColor", Color) = (1, 1, 1, 1)
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_MainColor ("_MainColor", Color) = (1, 1, 1, 1)
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_LineWidth ("Line width", Range(0, 1)) = 0.1
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_ParcelSize ("ParcelSize", Range(0, 100)) = 1
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}
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SubShader {
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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CGPROGRAM
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#pragma surface surf Lambert alpha
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sampler2D _MainTex;
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float4 _LineColor;
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float4 _MainColor;
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fixed _LineWidth;
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float _ParcelSize;
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struct Input {
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float2 uv_MainTex;
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float3 worldPos;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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half val1 = step(_LineWidth * 2, frac(IN.worldPos.x / _ParcelSize) + _LineWidth);
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half val2 = step(_LineWidth * 2, frac(IN.worldPos.z / _ParcelSize) + _LineWidth);
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fixed val = 1 - (val1 * val2);
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o.Albedo = lerp(_MainColor, _LineColor, val);
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o.Alpha = 1;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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// //Shader uses screen-space partial derivatives, works the best with terrain meshes.
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// Shader "Wireframe"
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// {
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// Properties
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// {
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// [Header(Settings)] [Toggle] _transparency ("Transparency", Float) = 1
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// }
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// Subshader
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// {
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// Pass
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// {
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// Cull Off
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// CGPROGRAM
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// #pragma vertex vertex_shader
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// #pragma fragment pixel_shader
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// #pragma target 3.0
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// struct structure
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// {
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// float4 gl_Position : SV_POSITION;
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// float3 vertex : TEXCOORD0;
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// };
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// float _transparency;
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// structure vertex_shader (float4 vertex:POSITION)
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// {
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// structure vs;
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// vs.gl_Position = UnityObjectToClipPos (vertex);
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// vs.vertex = vertex;
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// return vs;
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// }
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// float4 pixel_shader (structure ps) : COLOR
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// {
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// float2 p = ps.vertex.xz;
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// float2 g = abs(frac(p - 0.5) - 0.5) / fwidth(p);
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// float s = min(g.x, g.y);
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// float4 c = float4(s,s,s, 1.0);
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// if (c.r<1.0)
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// return 1.0-c;
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// else
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// {
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// if (_transparency==1) discard;
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// return 0;
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// }
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// }
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// ENDCG
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// }
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// }
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// }
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/ShaderRadialGrid.shader.meta
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Binary file (176 Bytes). View file
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures.meta
ADDED
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Binary file (172 Bytes). View file
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures/CheckersGray_BC.png
ADDED
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Git LFS Details
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures/CheckersGray_BC.png.meta
ADDED
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Binary file (1.69 kB). View file
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures/Checkers_CO.tif
ADDED
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Git LFS Details
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures/Checkers_CO.tif.meta
ADDED
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Binary file (1.69 kB). View file
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Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Textures/Checkers_NO.png
ADDED
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Git LFS Details
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