Initial commit: Unity WordConnect project

This commit is contained in:
2025-08-01 19:12:05 +08:00
commit f14db75802
3503 changed files with 448337 additions and 0 deletions

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//Somehow achieves an effect similar to this:
//#define BlendOverlayf(base, blend) (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
Shader "Photoshop/Overlay"
{
Properties
{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
ZWrite Off Lighting Off Cull Off Fog { Mode Off } Blend DstColor SrcColor
LOD 110
Pass
{
CGPROGRAM
#pragma vertex vert_vct
#pragma fragment frag_mult
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct vin_vct
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f_vct
{
float4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
v2f_vct vert_vct(vin_vct v)
{
v2f_vct o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
return o;
}
float4 frag_mult(v2f_vct i) : COLOR
{
float4 tex = tex2D(_MainTex, i.texcoord);
float4 final;
final.rgb = i.color.rgb * tex.rgb * 2;
final.a = i.color.a * tex.a;
return lerp(float4(0.5f,0.5f,0.5f,0.5f), final, final.a);
}
ENDCG
}
}
}