Add new meta files and interfaces for project structure

This commit is contained in:
2025-07-11 21:46:14 +02:00
commit 43c1730ed5
3230 changed files with 1428743 additions and 0 deletions

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Odin Inspector makes use of the Bootstrap icon library.
The library has been packed into the SdfIconAtlas.png
file as SDF data.
Bootstrap is released under the following license:
---
The MIT License (MIT)
Copyright (c) 2011-2018 Twitter, Inc.
Copyright (c) 2011-2018 The Bootstrap Authors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Sirenix/Editor/ExtractSprite"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Rect("Rect", Vector) = (0,0,0,0)
_TexelSize("TexelSize", Vector) = (0,0,0,0)
}
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
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 _Rect;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target {
float2 uv = i.uv;
uv *= _Rect.zw;
uv += _Rect.xy;
return tex2D(_MainTex, uv);
}
ENDCG
}
}
}

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Shader "Hidden/Sirenix/OdinGUIShader"
{
SubShader
{
Lighting Off
Cull Off
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
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;
float _SirenixOdin_GreyScale;
float4 _SirenixOdin_GUIColor;
float4 _SirenixOdin_GUIUv;
float4 _SirenixOdin_HueColor;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float test1(float x, float y) {
if (x >= y) {
return 0;
} else {
return 1;
}
}
float test2(float x, float y) {
return step(x, y);
}
float3 rgb2hsv(float3 c) {
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c) {
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
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, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float4 frag(v2f i) : SV_Target {
float2 uv = i.uv;
uv.y = 1 - uv.y;
uv.x = _SirenixOdin_GUIUv.x + uv.x * _SirenixOdin_GUIUv.z;
uv.y = _SirenixOdin_GUIUv.y + uv.y * _SirenixOdin_GUIUv.w;
uv.y = 1 - uv.y;
// Greyscale
float4 col = tex2D(_MainTex, uv);
float3 greyScale = (0.3 * col.r) + (0.59 * col.g) + (0.11 * col.b);
col.rgb = lerp(col.rgb, greyScale, _SirenixOdin_GreyScale);
// Change hue
float3 h = col.rgb;
h = rgb2hsv(h);
float hue = rgb2hsv(_SirenixOdin_HueColor.rgb).x;
h.x = hue;
h = hsv2rgb(h);
col.rgb = lerp(col.rgb, h, _SirenixOdin_HueColor.a);
// Blend color
col *= _SirenixOdin_GUIColor;
return col;
}
ENDCG
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Sirenix/Editor/GUIIcon"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Blend SrcAlpha Zero
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 _Color;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target {
// drop shadow:
// float texelSize = 1.0 / 34.0;
// float2 shadowUv = clamp(i.uv + float2(-texelSize, texelSize * 2), float2(0, 0), float2(1, 1));
// fixed4 shadow = fixed4(0, 0, 0, tex2D(_MainTex, shadowUv).a);
fixed4 col = _Color;
col.a *= tex2D(_MainTex, i.uv).a;
// drop shadow:
// col = lerp(shadow, col, col.a);
return col;
}
ENDCG
}
}
}

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Shader "Hidden/Sirenix/SdfIconShader"
{
SubShader
{
Blend SrcAlpha OneMinusSrcAlpha
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;
sampler2D _SirenixOdin_SdfTex;
float _SirenixOdin_EdgeOffset;
float4 _SirenixOdin_Color;
float4 _SirenixOdin_BgColor;
float4 _SirenixOdin_Uv;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float samplePixel(float2 uv) {
return tex2D(_SirenixOdin_SdfTex, uv).a;
}
float linearstep(float lo, float hi, float input) {
float diff = hi - lo;
float offset = input - lo;
return min(1.0, max(0.0, offset / diff));
}
float sampleDist(float2 uv, float dx, float edge, float padding) {
float dist = samplePixel(uv);
float p = -abs((dx * 3072.0) / -padding);
float a = min(1, max(0, edge - p * 0.33333));
float b = max(0, min(1, edge + p * 0.33333));
return smoothstep(b, a, dist);
}
float4 frag(v2f i) : SV_Target {
float2 uv = i.uv;
uv.y = 1 - uv.y;
uv.x = _SirenixOdin_Uv.x + uv.x * _SirenixOdin_Uv.z;
uv.y = _SirenixOdin_Uv.y + uv.y * _SirenixOdin_Uv.w;
uv.y = 1 - uv.y;
float alpha = 0.0;
float edge = 0.5019608 + _SirenixOdin_EdgeOffset;
if (_SirenixOdin_BgColor.a > 0.01) {
float3 colorBg = _SirenixOdin_BgColor.rgb;
float3 colorFg = _SirenixOdin_Color.rgb;
float padding = 8;
float dx = ddx(uv.x);
float2 t = float2(dx * 0.333333, 0);
float3 subDist = float3(
sampleDist(uv.xy - t, dx, edge, padding),
sampleDist(uv.xy, dx, edge, padding),
sampleDist(uv.xy + t, dx, edge, padding));
float3 color = lerp(colorBg, colorFg, clamp(subDist, 0.0, 1.0));
float alpha = min(1, subDist.r + subDist.g + subDist.b);
float4 col = float4(color, alpha * _SirenixOdin_Color.a);
return col;
} else {
float padding = 8;
float dx = ddx(uv.x);
float alpha = sampleDist(uv, dx, edge, padding);
float4 col = _SirenixOdin_Color;
col.a *= alpha;
return col;
}
}
ENDCG
}
}
}

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