mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-07-31 13:04:16 -04:00
better shader with sky/ground light, along with half lambert (#96)
* better shader with sky/ground light, along with half lambert * force recalculate normal * more wireframe/shade/normal mode!
This commit is contained in:
94
Unity Studio/Resource1.Designer.cs
generated
94
Unity Studio/Resource1.Designer.cs
generated
@ -1,10 +1,10 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// 此代码由工具生成。
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// 运行时版本:4.0.30319.42000
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// This code was generated by a tool.
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// Runtime Version:4.0.30319.42000
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//
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// 对此文件的更改可能会导致不正确的行为,并且如果
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// 重新生成代码,这些更改将会丢失。
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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@ -13,13 +13,13 @@ namespace Unity_Studio {
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/// <summary>
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/// 一个强类型的资源类,用于查找本地化的字符串等。
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/// A strongly-typed resource class, for looking up localized strings, etc.
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/// </summary>
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// 此类是由 StronglyTypedResourceBuilder
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// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
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// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
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// (以 /str 作为命令选项),或重新生成 VS 项目。
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
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// This class was auto-generated by the StronglyTypedResourceBuilder
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// class via a tool like ResGen or Visual Studio.
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// To add or remove a member, edit your .ResX file then rerun ResGen
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// with the /str option, or rebuild your VS project.
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "15.0.0.0")]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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internal class Resource1 {
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@ -33,7 +33,7 @@ namespace Unity_Studio {
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}
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/// <summary>
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/// 返回此类使用的缓存的 ResourceManager 实例。
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/// Returns the cached ResourceManager instance used by this class.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Resources.ResourceManager ResourceManager {
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@ -47,8 +47,8 @@ namespace Unity_Studio {
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}
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/// <summary>
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/// 使用此强类型资源类,为所有资源查找
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/// 重写当前线程的 CurrentUICulture 属性。
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/// Overrides the current thread's CurrentUICulture property for all
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/// resource lookups using this strongly typed resource class.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Globalization.CultureInfo Culture {
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@ -61,28 +61,22 @@ namespace Unity_Studio {
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}
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/// <summary>
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/// 查找类似 #version 140
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/// Looks up a localized string similar to #version 140
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///
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///in vec3 surfaceNormal;
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///in vec3 toLightVector;
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///in vec4 color;
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///in vec3 normal;
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///
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///out vec4 outputColor;
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///
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///void main()
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///{
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/// vec3 lightColor = vec3(0.5, 0.5, 0.5);
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/// vec3 unitNormal = normalize(normal);
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/// float nDotProduct = clamp(dot(unitNormal, vec3(0.707, 0, 0.707)), 0, 1);
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/// vec2 ContributionWeightsSqrt = vec2(0.5, 0.5f) + vec2(0.5f, -0.5f) * unitNormal.y;
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/// vec2 ContributionWeights = ContributionWeightsSqrt * ContributionWeightsSqrt;
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///
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/// // Ambient
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/// float ambientStrength = 0.9;
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/// vec3 ambient = ambientStrength * lightColor;
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///
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/// // Diffuse
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/// vec3 unitNormal = normalize(surfaceNormal);
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/// vec3 unitLightVector = normalize(toLightVector);
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/// float nDotProduct = dot(unitNormal, unitLightVector);
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/// float brightness = clamp(nDotProduct, 0, 1); // max(nDotProduct, 0.0);
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/// vec3 diffuse [字符串的其余部分被截断]"; 的本地化字符串。
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/// vec3 color = nDotProduct * vec3(1, 0.957, 0.839) / 3.14159;
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/// color += vec3(0.779, 0.716, 0.453) * ContributionWeights.y;
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/// color += vec3(0.368, 0.477, 0. [rest of string was truncated]";.
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/// </summary>
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internal static string fs {
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get {
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@ -91,25 +85,55 @@ namespace Unity_Studio {
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}
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/// <summary>
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/// 查找类似 #version 140
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/// Looks up a localized string similar to #version 140
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///
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///out vec4 outputColor;
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///
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///void main()
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///{
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/// outputColor = vec4(0, 0, 0, 1);
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///}.
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/// </summary>
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internal static string fsBlack {
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get {
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return ResourceManager.GetString("fsBlack", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to #version 140
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///
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///out vec4 outputColor;
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///in vec4 color;
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///
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///void main()
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///{
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/// outputColor = color;
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///}.
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/// </summary>
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internal static string fsColor {
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get {
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return ResourceManager.GetString("fsColor", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to #version 140
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///
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///in vec3 vertexPosition;
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///in vec3 normalDirection;
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///in vec4 vertexColor;
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///uniform mat4 viewMatrix;
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///
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///out vec3 surfaceNormal;
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///out vec3 toLightVector;
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///out vec3 normal;
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///out vec4 color;
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///
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///void main()
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///{
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/// vec3 lightPosition = vec3(200.0, 200.0, 200.0);
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/// gl_Position = viewMatrix * vec4(vertexPosition, 1.0);
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/// surfaceNormal = normalDirection;
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/// toLightVector = lightPosition - vertexPosition;
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/// normal = normalDirection;
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/// color = vertexColor;
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///} 的本地化字符串。
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///}.
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/// </summary>
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internal static string vs {
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get {
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