add weather and time

This commit is contained in:
XuGaoFeng
2026-05-09 09:10:52 +08:00
parent 48e0dea5e1
commit 0ca1b49fa7
639 changed files with 121558 additions and 102 deletions

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Shader "Hidden/EnviroBlitThrough"
{
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "EnviroBlitThrough"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIROURP
#if defined (ENVIROURP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionHCS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// Note: The pass is setup with a mesh already in CS
// Therefore, we can just output vertex position
// See RenderingUtils.fullscreenMesh
output.positionCS = float4(input.positionHCS.xyz, 1.0);
#if UNITY_UV_STARTS_AT_TOP
output.positionCS.y *= -1;
#endif
output.uv = input.uv;
return output;
}
TEXTURE2D_X(_MainTex);
SAMPLER(sampler_MainTex);
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.uv);
}
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
}
}
}

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fileFormatVersion: 2
guid: 0a8d97f800797f1428576cb225f06d70
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Blit/EnviroBlitThroughURP.shader
uploadId: 660896

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Shader "Hidden/EnviroBlitThroughURP17"
{
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "EnviroBlitThrough"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag
#pragma multi_compile __ ENVIROURP
#if defined (ENVIROURP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D_X(_MainTex);
SAMPLER(sampler_MainTex);
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, input.texcoord);
}
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f Vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
}
}
}

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fileFormatVersion: 2
guid: 64485b71c5135ab4fa5535c8b6bb907b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

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Shader "Hidden/Enviro/BlitTroughHDRP"
{
HLSLINCLUDE
#pragma target 4.5
#pragma multi_compile __ ENVIROHDRP
#if defined (ENVIROHDRP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
// List of properties to control your post process effect
float _Intensity;
TEXTURE2D_X(_InputTexture);
float4 CustomPostProcess(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
uint2 positionSS = input.texcoord * _ScreenSize.xy;
float3 outColor = LOAD_TEXTURE2D_X(_InputTexture, positionSS).xyz;
return float4(outColor, 1);
}
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f Vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 CustomPostProcess (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "EnviroBlitTroughHDRP"
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment CustomPostProcess
#pragma vertex Vert
ENDHLSL
}
}
Fallback Off
}

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@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: 63a1fa02cae5fd54888169da9767c67a
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 236601
packageName: Enviro 3 - Sky and Weather
packageVersion: 3.1.2
assetPath: Assets/Enviro 3 - Sky and Weather/Resources/Shader/Blit/EnviroBlitTroughHDRP.shader
uploadId: 660896