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1 | +This 3d model is released for free by Perlind Arts and is useable in both commercial and non commercial projects. | ||
2 | + | ||
3 | +HDR skyboxed used for renders are provided by HDRlabs | ||
4 | +http://www.hdrlabs.com/sibl/ | ||
5 | + | ||
6 | +Assets used in rendering - scion, super sampling | ||
7 | + | ||
8 | +If you found this package useful please leave a rating/review and be sure to share with your friends :) | ||
... | \ No newline at end of file | ... | \ No newline at end of file |

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Assets/Models/Modern Russian Assault Rifle/Textures/Ironsights/MRARIronsightsMetalness.tga
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Assets/Shaders.meta
0 → 100644
Assets/Shaders/BasicLambert.shader
0 → 100644
1 | +Shader "I_Jemin/BasicLambert" { | ||
2 | + Properties { | ||
3 | + _MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
4 | + _NormalMap("Noraml Map",2D) = "white" {} | ||
5 | + } | ||
6 | + SubShader { | ||
7 | + Tags { "RenderType"="Opaque" } | ||
8 | + | ||
9 | + CGPROGRAM | ||
10 | + #pragma surface surf BasicLambert | ||
11 | + | ||
12 | + sampler2D _MainTex; | ||
13 | + sampler2D _NormalMap; | ||
14 | + | ||
15 | + struct Input { | ||
16 | + float2 uv_MainTex; | ||
17 | + float2 uv_NormalMap; | ||
18 | + }; | ||
19 | + | ||
20 | + void surf (Input IN, inout SurfaceOutput o) { | ||
21 | + o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap)); | ||
22 | + fixed4 c = tex2D(_MainTex,IN.uv_MainTex); | ||
23 | + o.Albedo = c.rgb; | ||
24 | + o.Alpha = c.a; | ||
25 | + } | ||
26 | + | ||
27 | + fixed4 LightingBasicLambert(SurfaceOutput s, float3 lightDir, float atten) | ||
28 | + { | ||
29 | + float brightness = dot(s.Normal,lightDir); | ||
30 | + return fixed4(s.Albedo * brightness * _LightColor0.rgb * atten,s.Alpha); | ||
31 | + } | ||
32 | + | ||
33 | + ENDCG | ||
34 | + } | ||
35 | + FallBack "Diffuse" | ||
36 | +} |
Assets/Shaders/BasicLambert.shader.meta
0 → 100644
Assets/Shaders/HalfLambert.shader
0 → 100644
1 | +Shader "I_Jemin/HalfLambert" { | ||
2 | + Properties { | ||
3 | + _MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
4 | + _NormalMap("Noraml Map",2D) = "white" {} | ||
5 | + } | ||
6 | + SubShader { | ||
7 | + Tags { "RenderType"="Opaque" } | ||
8 | + | ||
9 | + CGPROGRAM | ||
10 | + #pragma surface surf HalfLambert | ||
11 | + | ||
12 | + sampler2D _MainTex; | ||
13 | + sampler2D _NormalMap; | ||
14 | + | ||
15 | + struct Input { | ||
16 | + float2 uv_MainTex; | ||
17 | + float2 uv_NormalMap; | ||
18 | + }; | ||
19 | + | ||
20 | + void surf (Input IN, inout SurfaceOutput o) { | ||
21 | + o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap)); | ||
22 | + fixed4 c = tex2D(_MainTex,IN.uv_MainTex); | ||
23 | + o.Albedo = c.rgb; | ||
24 | + o.Alpha = c.a; | ||
25 | + } | ||
26 | + | ||
27 | + fixed4 LightingHalfLambert(SurfaceOutput s, float3 lightDir, float atten) | ||
28 | + { | ||
29 | + float brightness = dot(s.Normal,lightDir); | ||
30 | + // Half Lambert | ||
31 | + brightness = brightness * 0.5 + 0.5; | ||
32 | + | ||
33 | + return fixed4(s.Albedo * brightness * _LightColor0.rgb * atten,s.Alpha); | ||
34 | + } | ||
35 | + | ||
36 | + ENDCG | ||
37 | + } | ||
38 | + FallBack "Diffuse" | ||
39 | +} |
Assets/Shaders/HalfLambert.shader.meta
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Assets/Shaders/RimLight_Lambert.shader
0 → 100644
1 | +Shader "I_Jemin/Lambert/RimLight" { | ||
2 | + Properties { | ||
3 | + _MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
4 | + _NormalMap("Noraml Map",2D) = "white" {} | ||
5 | + _RimColor("Rim Color",Color) = (1,1,1,1) | ||
6 | + _RimPow("Rim Thinness",Range(0,10)) = 2 | ||
7 | + } | ||
8 | + SubShader { | ||
9 | + Tags { "RenderType"="Opaque" } | ||
10 | + | ||
11 | + CGPROGRAM | ||
12 | + #pragma surface surf Lambert | ||
13 | + | ||
14 | + sampler2D _MainTex; | ||
15 | + sampler2D _NormalMap; | ||
16 | + fixed4 _RimColor; | ||
17 | + float _RimPow; | ||
18 | + | ||
19 | + struct Input { | ||
20 | + float2 uv_MainTex; | ||
21 | + float2 uv_NormalMap; | ||
22 | + float3 viewDir; | ||
23 | + }; | ||
24 | + | ||
25 | + void surf (Input IN, inout SurfaceOutput o) { | ||
26 | + o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap)); | ||
27 | + fixed4 c = tex2D(_MainTex,IN.uv_MainTex); | ||
28 | + o.Albedo = c.rgb; | ||
29 | + o.Alpha = c.a; | ||
30 | + | ||
31 | + float rimBrightness = dot(o.Normal,IN.viewDir); | ||
32 | + rimBrightness = 1 - rimBrightness; | ||
33 | + rimBrightness = pow(rimBrightness,_RimPow); | ||
34 | + | ||
35 | + // Don't draw rim when light is off | ||
36 | + o.Emission = _RimColor * rimBrightness * _LightColor0; | ||
37 | + } | ||
38 | + | ||
39 | + | ||
40 | + | ||
41 | + ENDCG | ||
42 | + } | ||
43 | + FallBack "Diffuse" | ||
44 | +} |
Assets/Shaders/RimLight_Lambert.shader.meta
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ProjectSettings/AudioManager.asset
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ProjectSettings/ClusterInputManager.asset
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ProjectSettings/DynamicsManager.asset
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