From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容

---
 Assets/Plugins/PostProcessing/Editor Resources/UI/Trackball.shader |  236 +++++++++++++++++++++++++++++-----------------------------
 1 files changed, 118 insertions(+), 118 deletions(-)

diff --git a/Assets/Plugins/PostProcessing/Editor Resources/UI/Trackball.shader b/Assets/Plugins/PostProcessing/Editor Resources/UI/Trackball.shader
index 264c6a1..64bc3ba 100644
--- a/Assets/Plugins/PostProcessing/Editor Resources/UI/Trackball.shader
+++ b/Assets/Plugins/PostProcessing/Editor Resources/UI/Trackball.shader
@@ -1,118 +1,118 @@
-Shader "Hidden/Post FX/UI/Trackball"
-{
-    CGINCLUDE
-
-        #include "UnityCG.cginc"
-
-        #define PI 3.14159265359
-        #define PI2 6.28318530718
-
-        float _Offset;
-        float _DisabledState;
-        float2 _Resolution; // x: size, y: size / 2
-
-        float3 HsvToRgb(float3 c)
-        {
-            float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
-            float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
-            return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
-        }
-
-        float4 CreateWheel(v2f_img i, float crossColor, float offsetColor)
-        {
-            const float kHueOuterRadius = 0.45;
-            const float kHueInnerRadius = 0.38;
-            const float kLumOuterRadius = 0.495;
-            const float kLumInnerRadius = 0.48;
-
-            float4 color = (0.0).xxxx;
-            float2 uvc = i.uv - (0.5).xx;
-            float dist = sqrt(dot(uvc, uvc));
-            float delta = fwidth(dist);
-            float angle = atan2(uvc.x, uvc.y);
-
-            // Cross
-            {
-                float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0;
-                float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0;
-
-                float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0);
-                vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius);
-
-                float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0);
-                hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius);
-
-                color += hline.xxxx * (1.0).xxxx;
-                color += vline.xxxx * (1.0).xxxx;
-                color = saturate(color);
-                color *= half4((crossColor).xxx, 0.05);
-            }
-
-            // Hue
-            {
-                float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist);
-                float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist);
-
-                float hue = angle;
-                hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2;
-                float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0);
-                color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
-            }
-
-            // Offset
-            {
-                float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist);
-                float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist);
-                float4 c = float4((offsetColor).xxx, 1.0);
-
-                float a = PI * _Offset;
-                if (_Offset >= 0 && angle < a && angle > 0.0)
-                    c = float4((1.0).xxx, 0.5);
-                else if (angle > a && angle < 0.0)
-                    c = float4((1.0).xxx, 0.5);
-
-                color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
-            }
-
-            return color * _DisabledState;
-        }
-
-        float4 FragTrackballDark(v2f_img i) : SV_Target
-        {
-            return CreateWheel(i, 1.0, 0.15);
-        }
-
-        float4 FragTrackballLight(v2f_img i) : SV_Target
-        {
-            return CreateWheel(i, 0.0, 0.3);
-        }
-
-    ENDCG
-
-    SubShader
-    {
-        Cull Off ZWrite Off ZTest Always
-
-        // (0) Dark skin
-        Pass
-        {
-            CGPROGRAM
-
-                #pragma vertex vert_img
-                #pragma fragment FragTrackballDark
-
-            ENDCG
-        }
-
-        // (1) Light skin
-        Pass
-        {
-            CGPROGRAM
-
-                #pragma vertex vert_img
-                #pragma fragment FragTrackballLight
-
-            ENDCG
-        }
-    }
-}
+Shader "Hidden/Post FX/UI/Trackball"
+{
+    CGINCLUDE
+
+        #include "UnityCG.cginc"
+
+        #define PI 3.14159265359
+        #define PI2 6.28318530718
+
+        float _Offset;
+        float _DisabledState;
+        float2 _Resolution; // x: size, y: size / 2
+
+        float3 HsvToRgb(float3 c)
+        {
+            float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+            float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
+            return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
+        }
+
+        float4 CreateWheel(v2f_img i, float crossColor, float offsetColor)
+        {
+            const float kHueOuterRadius = 0.45;
+            const float kHueInnerRadius = 0.38;
+            const float kLumOuterRadius = 0.495;
+            const float kLumInnerRadius = 0.48;
+
+            float4 color = (0.0).xxxx;
+            float2 uvc = i.uv - (0.5).xx;
+            float dist = sqrt(dot(uvc, uvc));
+            float delta = fwidth(dist);
+            float angle = atan2(uvc.x, uvc.y);
+
+            // Cross
+            {
+                float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0;
+                float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0;
+
+                float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0);
+                vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius);
+
+                float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0);
+                hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius);
+
+                color += hline.xxxx * (1.0).xxxx;
+                color += vline.xxxx * (1.0).xxxx;
+                color = saturate(color);
+                color *= half4((crossColor).xxx, 0.05);
+            }
+
+            // Hue
+            {
+                float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist);
+                float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist);
+
+                float hue = angle;
+                hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2;
+                float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0);
+                color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
+            }
+
+            // Offset
+            {
+                float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist);
+                float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist);
+                float4 c = float4((offsetColor).xxx, 1.0);
+
+                float a = PI * _Offset;
+                if (_Offset >= 0 && angle < a && angle > 0.0)
+                    c = float4((1.0).xxx, 0.5);
+                else if (angle > a && angle < 0.0)
+                    c = float4((1.0).xxx, 0.5);
+
+                color += lerp((0.0).xxxx, c, alphaIn - alphaOut);
+            }
+
+            return color * _DisabledState;
+        }
+
+        float4 FragTrackballDark(v2f_img i) : SV_Target
+        {
+            return CreateWheel(i, 1.0, 0.15);
+        }
+
+        float4 FragTrackballLight(v2f_img i) : SV_Target
+        {
+            return CreateWheel(i, 0.0, 0.3);
+        }
+
+    ENDCG
+
+    SubShader
+    {
+        Cull Off ZWrite Off ZTest Always
+
+        // (0) Dark skin
+        Pass
+        {
+            CGPROGRAM
+
+                #pragma vertex vert_img
+                #pragma fragment FragTrackballDark
+
+            ENDCG
+        }
+
+        // (1) Light skin
+        Pass
+        {
+            CGPROGRAM
+
+                #pragma vertex vert_img
+                #pragma fragment FragTrackballLight
+
+            ENDCG
+        }
+    }
+}

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