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Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

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// WaterCausticsModules
// Copyright (c) 2021 Masataka Hakozaki
Shader "Hidden/WaterCausticsModules/UIRawImagePreview" {
Properties {
_MainTex ("Texture", 2D) = "Black" { }
}
SubShader {
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" }
Cull Off
Lighting Off
ZWrite Off
ZTest Always
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;
v2f vert(appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 frag(v2f i) : SV_Target {
float4 col;
col.rgb = tex2D(_MainTex, i.uv).rgb;
col.a = 1;
return col;
}
ENDCG
}
}
}