New Version 1.6

New 125 balls & powerups.
Improved graphics.
This commit is contained in:
SkunkStudios 2025-05-07 06:18:40 +07:00
parent b35433ae45
commit 71779ef7ac
9413 changed files with 193360 additions and 264803 deletions

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Blend" {
Properties {
_MainTex ("Screen Blended", 2D) = "" {}
_ColorBuffer ("Color", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv[2] : TEXCOORD0;
};
struct v2f_mt {
float4 pos : POSITION;
float2 uv[4] : TEXCOORD0;
};
sampler2D _ColorBuffer;
sampler2D _MainTex;
half _Intensity;
half4 _ColorBuffer_TexelSize;
half4 _MainTex_TexelSize;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy;
#if SHADER_API_D3D9 || SHADER_API_XBOX360 || SHADER_API_D3D11
if (_ColorBuffer_TexelSize.y < 0)
o.uv[1].y = 1-o.uv[1].y;
#endif
return o;
}
v2f_mt vertMultiTap( appdata_img v ) {
v2f_mt o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5;
o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5;
o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5;
return o;
}
half4 fragScreen (v2f i) : COLOR {
half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity);
return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1]));
}
half4 fragAdd (v2f i) : COLOR {
return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]);
}
half4 fragVignetteBlend (v2f i) : COLOR {
return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]);
}
half4 fragMultiTap (v2f_mt i) : COLOR {
half4 outColor = tex2D(_MainTex, i.uv[0].xy);
outColor += tex2D(_MainTex, i.uv[1].xy);
outColor += tex2D(_MainTex, i.uv[2].xy);
outColor += tex2D(_MainTex, i.uv[3].xy);
return outColor * 0.25;
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// 0: nicer & softer "screen" blend mode
Pass {
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragScreen
ENDCG
}
// 1: simple "add" blend mode
Pass {
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragAdd
ENDCG
}
// 2: used for "stable" downsampling
Pass {
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertMultiTap
#pragma fragment fragMultiTap
ENDCG
}
// 3: vignette blending
Pass {
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragVignetteBlend
ENDCG
}
}
Fallback off
} // shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BlendOneOne" {
Properties {
_MainTex ("-", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
half _Intensity;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : COLOR {
return tex2D(_MainTex, i.uv) * _Intensity;
}
ENDCG
Subshader {
Pass {
BlendOp Add
Blend One One
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/BrightPassFilterForBloom"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
half4 threshhold;
half useSrcAlphaAsMask;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : COLOR
{
half4 color = tex2D(_MainTex, i.uv);
//color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense
color = color * lerp(1.0, color.a, useSrcAlphaAsMask);
color = max(half4(0,0,0,0), color-threshhold.x);
return color;
}
ENDCG
Subshader
{
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/LensFlareCreate" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv[4] : TEXCOORD0;
};
float4 resolution;
float4 colorA;
float4 colorB;
float4 colorC;
float4 colorD;
sampler2D _MainTex;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5;
o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5;
o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5;
o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5;
return o;
}
half4 frag(v2f i) : COLOR {
half4 color = float4 (0,0,0,0);
color += tex2D(_MainTex, i.uv[0] ) * colorA;
color += tex2D(_MainTex, i.uv[1] ) * colorB;
color += tex2D(_MainTex, i.uv[2] ) * colorC;
color += tex2D(_MainTex, i.uv[3] ) * colorD;
return color;
}
ENDCG
Subshader {
Blend One One
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/MultipassHollywoodFlares" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_NonBlurredTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
half4 pos : POSITION;
half2 uv : TEXCOORD0;
};
struct v2f_opts {
half4 pos : POSITION;
half2 uv[7] : TEXCOORD0;
};
half4 offsets;
half4 tintColor;
half stretchWidth;
half2 _Threshhold;
half4 _MainTex_TexelSize;
sampler2D _MainTex;
sampler2D _NonBlurredTex;
v2f vert (appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
v2f_opts vertStretch (appdata_img v) {
v2f_opts o;
o.pos = UnityObjectToClipPos(v.vertex);
half b = stretchWidth;
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy;
o.uv[2] = v.texcoord.xy - b * 2.0 * offsets.xy;
o.uv[3] = v.texcoord.xy + b * 4.0 * offsets.xy;
o.uv[4] = v.texcoord.xy - b * 4.0 * offsets.xy;
o.uv[5] = v.texcoord.xy + b * 6.0 * offsets.xy;
o.uv[6] = v.texcoord.xy - b * 6.0 * offsets.xy;
return o;
}
v2f_opts vertVerticalCoords (appdata_img v) {
v2f_opts o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * half2(0,1);
o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * half2(0,1);
return o;
}
// deprecated
half4 fragPrepare (v2f i) : COLOR {
half4 color = tex2D (_MainTex, i.uv);
half4 colorNb = tex2D (_NonBlurredTex, i.uv);
return color * tintColor * 0.5 + colorNb * normalize (tintColor) * 0.5;
}
half4 fragPreAndCut (v2f_opts i) : COLOR {
half4 color = tex2D (_MainTex, i.uv[0]);
color += tex2D (_MainTex, i.uv[1]);
color += tex2D (_MainTex, i.uv[2]);
color += tex2D (_MainTex, i.uv[3]);
color += tex2D (_MainTex, i.uv[4]);
color += tex2D (_MainTex, i.uv[5]);
color += tex2D (_MainTex, i.uv[6]);
return max(color / 7.0 - _Threshhold.x, 0.0) * _Threshhold.y * tintColor;
}
half4 fragStretch (v2f_opts i) : COLOR {
half4 color = tex2D (_MainTex, i.uv[0]);
color = max (color, tex2D (_MainTex, i.uv[1]));
color = max (color, tex2D (_MainTex, i.uv[2]));
color = max (color, tex2D (_MainTex, i.uv[3]));
color = max (color, tex2D (_MainTex, i.uv[4]));
color = max (color, tex2D (_MainTex, i.uv[5]));
color = max (color, tex2D (_MainTex, i.uv[6]));
return color;
}
half4 fragPost (v2f_opts i) : COLOR {
half4 color = tex2D (_MainTex, i.uv[0]);
color += tex2D (_MainTex, i.uv[1]);
color += tex2D (_MainTex, i.uv[2]);
color += tex2D (_MainTex, i.uv[3]);
color += tex2D (_MainTex, i.uv[4]);
color += tex2D (_MainTex, i.uv[5]);
color += tex2D (_MainTex, i.uv[6]);
return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
Pass {
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment fragPrepare
ENDCG
}
Pass {
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertStretch
#pragma fragment fragStretch
ENDCG
}
Pass {
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertVerticalCoords
#pragma fragment fragPreAndCut
ENDCG
}
Pass {
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertVerticalCoords
#pragma fragment fragPost
ENDCG
}
}
Fallback off
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/SeparableBlurPlus" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
half4 pos : POSITION;
half2 uv : TEXCOORD0;
half4 uv01 : TEXCOORD1;
half4 uv23 : TEXCOORD2;
half4 uv45 : TEXCOORD3;
half4 uv67 : TEXCOORD4;
};
half4 offsets;
sampler2D _MainTex;
v2f vert (appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1);
o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0;
o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0;
o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5;
o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5;
return o;
}
half4 frag (v2f i) : COLOR {
half4 color = half4 (0,0,0,0);
color += 0.225 * tex2D (_MainTex, i.uv);
color += 0.150 * tex2D (_MainTex, i.uv01.xy);
color += 0.150 * tex2D (_MainTex, i.uv01.zw);
color += 0.110 * tex2D (_MainTex, i.uv23.xy);
color += 0.110 * tex2D (_MainTex, i.uv23.zw);
color += 0.075 * tex2D (_MainTex, i.uv45.xy);
color += 0.075 * tex2D (_MainTex, i.uv45.zw);
color += 0.0525 * tex2D (_MainTex, i.uv67.xy);
color += 0.0525 * tex2D (_MainTex, i.uv67.zw);
return color;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/VignetteShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float vignetteIntensity;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : COLOR {
half2 coords = i.uv;
half2 uv = i.uv;
coords = (coords - 0.5) * 2.0;
half coordDot = dot (coords,coords);
half4 color = tex2D (_MainTex, uv);
float mask = 1.0 - coordDot * vignetteIntensity;
return color * mask;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader

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