Remove GhostWhiteShader and rename shaders for 2SP

Deleted GhostWhiteShader and its meta file. Renamed LitParticles, BlendinShader, and Water shaders (and their meta files) to *_2SP variants, updating their internal shader names accordingly. This prepares the shader assets for the 2SP pipeline or naming convention.
This commit is contained in:
DeMuenu
2025-10-02 16:30:48 +02:00
parent be2e72642f
commit fe4503a876
8 changed files with 3 additions and 95 deletions

View File

@@ -1,83 +0,0 @@
Shader "DeMuenu/World/Hoppou/GhostWhite"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_EmmissiveColor ("Emmissive Color", Color) = (1,1,1,1)
_EmmissiveStrength ("Emmissive Strength", Range(0,10)) = 0
_BaseColor ("Base Color", Color) = (0.06,0.08,0.1,1)
_FresnelColor ("Fresnel Color", Color) = (0.3,0.7,1,1)
_Power ("Fresnel Power", Range(0.1, 8)) = 3
_Intensity ("Fresnel Intensity", Range(0, 4)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD2;
float3 worldViewDir : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
fixed4 _EmmissiveColor;
float _EmmissiveStrength;
fixed4 _BaseColor, _FresnelColor;
float _Power, _Intensity;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldViewDir = _WorldSpaceCameraPos - worldPos;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 N = normalize(i.worldNormal);
float3 V = normalize(i.worldViewDir);
// Schlick-style rim: (1 - N·V)^power
float fresnel = pow(1.0 - saturate(dot(N, V)), _Power);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color ;
col = float4(col.rgb + _FresnelColor.rgb * (fresnel * _Intensity), 1);
// apply fog
return col + (_EmmissiveColor * _EmmissiveStrength);
}
ENDCG
}
}
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 0914d1e38b9fb9748b943666168cb363
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,4 +1,4 @@
Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
{
Properties
{

View File

@@ -1,4 +1,4 @@
Shader "DeMuenu/World/Hoppou/RevealStandart"
Shader "DeMuenu/World/Hoppou/Standard_2SP"
{
Properties
{

View File

@@ -1,4 +1,4 @@
Shader "DeMuenu/World/Hoppou/Water"
Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
{
Properties
{