Move third party assets to ThirdParty folder

This commit is contained in:
2024-08-08 11:26:28 +02:00
parent 386f303057
commit bd91af6f98
10340 changed files with 100 additions and 175 deletions

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These shaders are placed in /Resources so that they are forced to be included in the build.
This enables creating materials at runtime through scripting making sure that shaders will be available even if they are not referenced in any scene:
material = new Material(Shader.Find(shaderName));

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fileFormatVersion: 2
guid: 1cd08e7ff3d278242bc6cf1816f24af0
timeCreated: 1531983039
licenseType: Pro
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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Shader "UltimateXR/Basic Unlit/Overlay Fade"
{
Properties
{
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "Queue" = "Overlay+1000" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _Color;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _Color;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: 091e30299a43fbf49b51c4992d750f2f
timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "UltimateXR/Basic Unlit/Unlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color * i.color;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: 8b8378ad843999042ae9f3d5dcd6d658
timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "UltimateXR/Basic Unlit/Unlit Additive Color"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
_Intensity("Intensity", Float) = 1.0
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha One
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
half _Intensity;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color * i.color * _Intensity;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: db6689e7132da2541a2f91d2da188592
timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "UltimateXR/Basic Unlit/Unlit Color"
{
Properties
{
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _Color;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _Color;
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 7f3a46488c2cd484393597c9565f060c
timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "UltimateXR/Basic Unlit/Unlit Transparent Color"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color * i.color;
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 937ba134f74480c4687ca81e9780b6f9
timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,68 @@
Shader "UltimateXR/Basic Unlit/Unlit Transparent Color (No Depth Test)"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv) * _Color * i.color;
}
ENDCG
}
}
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: ee3db0425949b20499473cf2f8d18c7d
timeCreated: 1493198656
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant: