refactor: 资源从Resources整体迁出

1. Resources下的Materials和Shaders整体迁出到Assets/Materials下
2. 删除部分已经停止使用的Materials和Shaders
This commit is contained in:
2026-03-25 22:41:33 +08:00
parent df46071bbb
commit 8751d63837
100 changed files with 0 additions and 7059 deletions
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Shader "Unlit/CircleProgressBar"
{
Properties
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_MainTex("Texture", 2D) = "white" {}
_Progress("Progress",Range(0,1)) = 0.5
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SubShader
{
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{
"RenderType"="Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Progress;
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v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
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{
float4 col = tex2D(_MainTex, i.uv);
float4 final = step(1 - col.r, _Progress);
float3 ramp = lerp(float3(0, 1, 0), float3(1, 0, 0), _Progress);
final.rgb = final.rgb * ramp;
final.a = col.a;
if (1 - col.r > _Progress)
{
final.a = 0;
}
return final;
}
ENDCG
}
}
}
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Properties
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SubShader
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Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
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#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _BlurSize;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
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float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
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sum += tex2D(_MainTex, i.uv + float2( offset, offset) * _MainTex_TexelSize.xy) * 1.0;
sum /= 16.0;
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}
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