Merge branch 'main' of https://github.com/MiracleForest-Ichni/IchniCreatorStudio
This commit is contained in:
244
Assets/000_assets/material/M_flick_01_burst.mat
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244
Assets/000_assets/material/M_flick_01_burst.mat
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8
Assets/000_assets/material/M_flick_01_burst.mat.meta
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8
Assets/000_assets/material/M_flick_01_burst.mat.meta
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Assets/000_assets/model/flick_a1.fbx
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109
Assets/000_assets/model/flick_a1.fbx.meta
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Assets/000_assets/model/flick_a1.fbx.meta
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@@ -14,8 +14,9 @@ Shader "Soullies/hold"
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_line_density("line_density", Float) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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@@ -167,7 +168,7 @@ Shader "Soullies/hold"
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Tags { "LightMode"="UniversalForwardOnly" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite Off
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ZWrite [_ZWrite]
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ZTest LEqual
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ColorMask RGBA
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@@ -175,26 +176,17 @@ Shader "Soullies/hold"
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HLSLPROGRAM
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_SRP_VERSION 140011
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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@@ -205,31 +197,12 @@ Shader "Soullies/hold"
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#define SHADERPASS SHADERPASS_UNLIT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
@@ -237,10 +210,6 @@ Shader "Soullies/hold"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -278,13 +247,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -433,11 +403,7 @@ Shader "Soullies/hold"
|
||||
}
|
||||
#endif
|
||||
|
||||
half4 frag ( VertexOutput IN
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out float4 outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
) : SV_Target
|
||||
half4 frag ( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
@@ -476,7 +442,7 @@ Shader "Soullies/hold"
|
||||
float3 BakedAlbedo = 0;
|
||||
float3 BakedEmission = 0;
|
||||
float3 Color = ( lerpResult219 * IN.ase_color ).rgb;
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
@@ -489,18 +455,13 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
#ifdef ASE_FOG
|
||||
Color = MixFog( Color, IN.fogFactor );
|
||||
#endif
|
||||
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
uint renderingLayers = GetMeshRenderingLayer();
|
||||
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
||||
#endif
|
||||
|
||||
return half4( Color, Alpha );
|
||||
}
|
||||
ENDHLSL
|
||||
@@ -519,17 +480,12 @@ Shader "Soullies/hold"
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
@@ -538,21 +494,11 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -583,13 +529,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -666,7 +613,6 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
o.positionCS = positionCS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
@@ -781,7 +727,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
float AlphaClipThresholdShadow = 0.5;
|
||||
|
||||
@@ -794,7 +740,7 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
@@ -814,36 +760,21 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||||
|
||||
@@ -875,13 +806,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1054,7 +986,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#ifdef _ALPHATEST_ON
|
||||
@@ -1062,7 +994,7 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
@@ -1080,15 +1012,10 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1097,30 +1024,11 @@ Shader "Soullies/hold"
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
@@ -1148,13 +1056,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1316,7 +1225,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
surfaceDescription.AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1343,15 +1252,10 @@ Shader "Soullies/hold"
|
||||
AlphaToMask Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1361,37 +1265,14 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
|
||||
|
||||
@@ -1416,13 +1297,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1581,7 +1463,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
surfaceDescription.AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1612,21 +1494,12 @@ Shader "Soullies/hold"
|
||||
ZWrite On
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||||
#define ASE_FOG 1
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ASE_SRP_VERSION 140009
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||||
|
||||
|
||||
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
@@ -1637,37 +1510,14 @@ Shader "Soullies/hold"
|
||||
|
||||
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ASE_SRP_VERSION >=140007
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#if defined(LOD_FADE_CROSSFADE)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
struct VertexInput
|
||||
@@ -1692,13 +1542,14 @@ Shader "Soullies/hold"
|
||||
float4 _IN;
|
||||
float4 _OUT;
|
||||
float4 _LINE;
|
||||
float _ZWrite;
|
||||
float _IOR_ins;
|
||||
float _edge;
|
||||
float _roll_speed;
|
||||
float _line_angle;
|
||||
float _line_density;
|
||||
float _line_width;
|
||||
float _alpha;
|
||||
float _MainAlpha;
|
||||
#ifdef ASE_TESSELLATION
|
||||
float _TessPhongStrength;
|
||||
float _TessValue;
|
||||
@@ -1837,12 +1688,7 @@ Shader "Soullies/hold"
|
||||
}
|
||||
#endif
|
||||
|
||||
void frag( VertexOutput IN
|
||||
, out half4 outNormalWS : SV_Target0
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
, out float4 outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
)
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float4 ClipPos = IN.clipPosV;
|
||||
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
||||
@@ -1860,7 +1706,7 @@ Shader "Soullies/hold"
|
||||
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
|
||||
|
||||
|
||||
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
|
||||
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
|
||||
float AlphaClipThreshold = 0.5;
|
||||
|
||||
#if _ALPHATEST_ON
|
||||
@@ -1868,24 +1714,12 @@ Shader "Soullies/hold"
|
||||
#endif
|
||||
|
||||
#ifdef LOD_FADE_CROSSFADE
|
||||
LODFadeCrossFade( IN.positionCS );
|
||||
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
||||
#endif
|
||||
|
||||
#if defined(_GBUFFER_NORMALS_OCT)
|
||||
float3 normalWS = normalize(IN.normalWS);
|
||||
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
|
||||
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
|
||||
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
|
||||
outNormalWS = half4(packedNormalWS, 0.0);
|
||||
#else
|
||||
float3 normalWS = IN.normalWS;
|
||||
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||||
#endif
|
||||
float3 normalWS = IN.normalWS;
|
||||
|
||||
#ifdef _WRITE_RENDERING_LAYERS
|
||||
uint renderingLayers = GetMeshRenderingLayer();
|
||||
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
||||
#endif
|
||||
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
@@ -1921,8 +1755,9 @@ Node;AmplifyShaderEditor.Compare;203;-640,224;Inherit;False;4;4;0;FLOAT;0;False;
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;206;-102.1213,328.8957;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;88;112,288;Inherit;False;Property;_OUT;OUT;2;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;0.8055493,2.033361,2.996078,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;87;64,-32;Inherit;False;Property;_IN;IN;1;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,1;0.007843138,0.01960784,0.04313726,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;222;560,784;Inherit;False;Property;_MainAlpha;MainAlpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.LerpOp;86;480,160;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;222;800,672;Inherit;False;Property;_alpha;alpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TFHCRemapNode;231;752,800;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;223;1008,640;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.VertexColorNode;92;880,384;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;212;-975.5806,641.2566;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
@@ -1942,19 +1777,20 @@ Node;AmplifyShaderEditor.SimpleAddOpNode;208;-1216,560;Inherit;False;2;2;0;FLOAT
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;211;-1424,656;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TextureCoordinatesNode;209;-1936,624;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;227;-1824,896;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;228;-1984,976;Inherit;False;Property;_roll_speed;roll_speed;9;0;Create;True;0;0;0;False;0;False;0;0.2;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;230;-1696,752;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleTimeNode;225;-2000,880;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;19;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;21;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;22;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;23;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;24;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;25;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;26;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;27;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;28;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;20;1232,192;Float;False;True;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;Soullies/hold;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;;0;0;Standard;22;Surface;1;638880746015847296; Blend;0;0;Two Sided;1;638882497197827444;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;False;False;;False;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;228;-1984,976;Inherit;False;Property;_roll_speed;roll_speed;9;0;Create;True;0;0;0;False;0;False;0;0.2;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;233;1184,16;Float;False;Property;_ZWrite;ZWrite;10;1;[Toggle];Create;True;0;0;0;True;0;False;0;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;19;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;21;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;22;1072,-32;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
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mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
flipGreenChannel: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
ignoreMipmapLimit: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
nPOTScale: 1
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 0
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 0
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
flipbookRows: 1
|
||||
flipbookColumns: 1
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
ignorePngGamma: 0
|
||||
applyGammaDecoding: 0
|
||||
swizzle: 50462976
|
||||
cookieLightType: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Server
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -144,26 +144,26 @@ namespace Ichni.RhythmGame
|
||||
.AddListenerFunction(() => particlesContainer.SetPrewarm(prewarm));
|
||||
inspector.GenerateInputField(this, particleSettings0, "Play Time", nameof(playTime));
|
||||
inspector.GenerateInputField(this, particleSettings0, "Stop Time", nameof(stopTime));
|
||||
|
||||
|
||||
|
||||
DynamicUISubcontainer particleSettings2 = container.GenerateSubcontainer(3);
|
||||
inspector.GenerateDropdown(this, particleSettings2, "Simulation Space", typeof(ParticleSystemSimulationSpace), nameof(simulationSpace))
|
||||
.AddListenerFunction(() => particlesContainer.SetSimulationSpace(simulationSpace));
|
||||
inspector.GenerateInputField(this, particleSettings2, "Density", nameof(density))
|
||||
.AddListenerFunction(()=>particlesContainer.SetDensity(density));
|
||||
.AddListenerFunction(() => particlesContainer.SetDensity(density));
|
||||
inspector.GenerateInputField(this, particleSettings2, "Life Time", nameof(lifeTime))
|
||||
.AddListenerFunction(()=>particlesContainer.SetLifeTime(lifeTime));
|
||||
.AddListenerFunction(() => particlesContainer.SetLifeTime(lifeTime));
|
||||
inspector.GenerateInputField(this, particleSettings2, "Speed", nameof(speed))
|
||||
.AddListenerFunction(()=>particlesContainer.SetSpeed(speed));
|
||||
.AddListenerFunction(() => particlesContainer.SetSpeed(speed));
|
||||
inspector.GenerateInputField(this, particleSettings2, "Radius", nameof(radius))
|
||||
.AddListenerFunction(()=>particlesContainer.SetRadius(radius));
|
||||
.AddListenerFunction(() => particlesContainer.SetRadius(radius));
|
||||
|
||||
DynamicUISubcontainer particleSettings3_0 = container.GenerateSubcontainer(3);
|
||||
inspector.GenerateToggle(this, particleSettings3_0, "Is Auto Orient", nameof(isAutoOrient))
|
||||
.AddListenerFunction(()=>particlesContainer.SetAlignment(isAutoOrient, particleRotation));
|
||||
.AddListenerFunction(() => particlesContainer.SetAlignment(isAutoOrient, particleRotation));
|
||||
DynamicUISubcontainer particleSettings3_1 = container.GenerateSubcontainer(1);
|
||||
inspector.GenerateVector3InputField(this, particleSettings3_1, "Particle Rotation", nameof(particleRotation))
|
||||
.AddListenerFunction(()=>particlesContainer.SetParticleRotation(particleRotation));
|
||||
.AddListenerFunction(() => particlesContainer.SetParticleRotation(particleRotation));
|
||||
|
||||
DynamicUISubcontainer materialSettings = container.GenerateSubcontainer(3);
|
||||
var themeBundleDropdown =
|
||||
|
||||
@@ -8,15 +8,15 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public class RadialBlurEffect : EffectBase
|
||||
{
|
||||
private readonly NBPostProcessingController nbController;
|
||||
|
||||
private readonly PostProcessingController nbController;
|
||||
|
||||
public float duration;
|
||||
public int sampleLevel;
|
||||
public float position;
|
||||
public float fadeRange;
|
||||
public float peakIntensity;
|
||||
public AnimationCurve intensityCurve;
|
||||
|
||||
|
||||
public RadialBlurEffect(float duration, int sampleLevel, float position, float fadeRange, float peakIntensity, AnimationCurve intensityCurve)
|
||||
{
|
||||
this.effectTime = duration;
|
||||
@@ -28,19 +28,7 @@ namespace Ichni.RhythmGame
|
||||
this.intensityCurve = intensityCurve;
|
||||
this.nbController = EditorManager.instance.postProcessingManager.nbController;
|
||||
}
|
||||
public override void CopyParametersFrom(EffectBase other)
|
||||
{
|
||||
if (other is RadialBlurEffect otherEffect)
|
||||
{
|
||||
this.duration = otherEffect.duration;
|
||||
this.sampleLevel = otherEffect.sampleLevel;
|
||||
this.position = otherEffect.position;
|
||||
this.fadeRange = otherEffect.fadeRange;
|
||||
this.peakIntensity = otherEffect.peakIntensity;
|
||||
this.intensityCurve = otherEffect.intensityCurve != null ? new AnimationCurve(otherEffect.intensityCurve.keys) : null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public override void Recover()
|
||||
{
|
||||
nbController.radialBlurToggle = false;
|
||||
@@ -64,7 +52,7 @@ namespace Ichni.RhythmGame
|
||||
float intensity = Mathf.Lerp(0, peakIntensity, intensityCurve.Evaluate(effectProgressPercent));
|
||||
nbController.radialBlurIntensity = intensity;
|
||||
}
|
||||
|
||||
|
||||
public override void Adjust()
|
||||
{
|
||||
nbController.radialBlurToggle = false;
|
||||
@@ -116,7 +104,7 @@ namespace Ichni.RhythmGame
|
||||
this.peakIntensity = peakIntensity;
|
||||
this.intensityCurve = intensityCurve;
|
||||
}
|
||||
|
||||
|
||||
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
|
||||
{
|
||||
return new RadialBlurEffect(duration, sampleLevel, position, fadeRange, peakIntensity, intensityCurve)
|
||||
|
||||
@@ -17,6 +17,7 @@ namespace Ichni.RhythmGame
|
||||
public GameObject judgeEffect;
|
||||
|
||||
public List<GameObject> notePartList;
|
||||
public List<GameObject> extraPartList;
|
||||
public List<GameObject> effectPrefabList;
|
||||
|
||||
public virtual Vector3 noteVisualPosition => noteMain.transform.position;
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace Ichni.Editor
|
||||
public class PostProcessingManager : MonoBehaviour
|
||||
{
|
||||
public Volume globalVolume;
|
||||
public NBPostProcessingController nbController;
|
||||
public PostProcessingController nbController;
|
||||
public PixelateFeature pixelateFeature;
|
||||
|
||||
void Awake()
|
||||
|
||||
8
Assets/StreamingAssets/AutoSave/Chapter 0 Tutorial.meta
Normal file
8
Assets/StreamingAssets/AutoSave/Chapter 0 Tutorial.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50f8f42cdea78cc47a8c2616d4f03bfa
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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6942
Assets/StreamingAssets/AutoSave/Chapter 0 Tutorial/AutoSave_0.json
Normal file
6942
Assets/StreamingAssets/AutoSave/Chapter 0 Tutorial/AutoSave_0.json
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: 6d34b762713e73b4aa352e34c84d93c0
|
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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6722
Assets/StreamingAssets/AutoSave/Chapter 0 Tutorial/AutoSave_1.json
Normal file
6722
Assets/StreamingAssets/AutoSave/Chapter 0 Tutorial/AutoSave_1.json
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: a86a3f738e631f44ab1739e1d69c8f75
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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2173
Assets/StreamingAssets/AutoSave/Chapter 0 Tutorial/AutoSave_2.json
Normal file
2173
Assets/StreamingAssets/AutoSave/Chapter 0 Tutorial/AutoSave_2.json
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: 53724f9db3018024b819e1c628537bb5
|
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/StreamingAssets/AutoSave/Pof.meta
Normal file
8
Assets/StreamingAssets/AutoSave/Pof.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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guid: 534046a09096d11498dbebdd10cf31fd
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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103952
Assets/StreamingAssets/AutoSave/Pof/AutoSave_0.json
Normal file
103952
Assets/StreamingAssets/AutoSave/Pof/AutoSave_0.json
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/StreamingAssets/AutoSave/Pof/AutoSave_0.json.meta
Normal file
7
Assets/StreamingAssets/AutoSave/Pof/AutoSave_0.json.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: 0a96b3d28b0392e4584c9bacce79f8ee
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/StreamingAssets/Export/Chapter 0 Tutorial.meta
Normal file
8
Assets/StreamingAssets/Export/Chapter 0 Tutorial.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 54491fb3a76c52840aa63b3c818d2302
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/StreamingAssets/Export/Chapter 0 Tutorial/Beatmap.bytes
Normal file
BIN
Assets/StreamingAssets/Export/Chapter 0 Tutorial/Beatmap.bytes
Normal file
Binary file not shown.
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: 7d9c94558d8fb674bbe747d496c53b7b
|
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Binary file not shown.
@@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: f8455f639d45c8242ad454bb68cfaf55
|
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Binary file not shown.
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: eb1d9609be4b44e48b3e17f8827a0219
|
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DefaultImporter:
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externalObjects: {}
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,3 @@
|
||||
IŃ&
|
||||
÷©?&ĺpűŽ€˙<E282AC>Ä•syŠzV7·[€é§ä°™.z%z=ť#ĚđâS Î&_Śoc[2W(ÂľE”9€GaEfĂ’ń”IúŞ"ŠjĄwňđ9VrYM"uľ3
|
||||
2JÖÚn<ʕĢAÇÄŰ•±\…’âŤz"íK v7”ň°äUFXB©› <Ík~°-˝Ńt©jáh±â]7±š&N¶c˘8b—=Á’ýJލDlc#<ß/6ż2Â!ľ$urÝ%Xä˝őśŇWץ^<& 4bxD
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: eca7d76661eb71641b893ecdabe07c81
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
160
Assets/StreamingAssets/NotePrefabs/Stay_Prefab.json
Normal file
160
Assets/StreamingAssets/NotePrefabs/Stay_Prefab.json
Normal file
@@ -0,0 +1,160 @@
|
||||
{
|
||||
"Note" : {
|
||||
"__type" : "System.Collections.Generic.List`1[[Ichni.RhythmGame.Beatmap.BaseElement_BM, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]],mscorlib",
|
||||
"value" : [
|
||||
{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.Stay_BM,Assembly-CSharp",
|
||||
"exactJudgeTime" : 14.8,
|
||||
"elementName" : "New Stay",
|
||||
"tags" : [
|
||||
|
||||
],
|
||||
"elementGuid" : {
|
||||
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
|
||||
},
|
||||
"attachedElementGuid" : {
|
||||
"value" : "00000000-0000-0000-0000-000000000000"
|
||||
}
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.TimeDurationSubmodule_BM,Assembly-CSharp",
|
||||
"isOverridingDuration" : false,
|
||||
"startTime" : -32767,
|
||||
"endTime" : 32767,
|
||||
"attachedElementGuid" : {
|
||||
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
|
||||
}
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.NoteJudgeSubmodule_BM,Assembly-CSharp",
|
||||
"judgeUnitList" : [
|
||||
{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.TouchAreaJudgeUnit_BM,Assembly-CSharp",
|
||||
"areaRadius" : 600
|
||||
}
|
||||
],
|
||||
"attachedElementGuid" : {
|
||||
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
|
||||
}
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.NoteAudioSubmodule_BM,Assembly-CSharp",
|
||||
"generalJudgeAudioList" : [
|
||||
"DefaultStay"
|
||||
],
|
||||
"perfectAudioList" : [
|
||||
|
||||
],
|
||||
"goodAudioList" : [
|
||||
|
||||
],
|
||||
"badAudioList" : [
|
||||
|
||||
],
|
||||
"missAudioList" : [
|
||||
|
||||
],
|
||||
"holdStartAudioList" : [
|
||||
|
||||
],
|
||||
"attachedElementGuid" : {
|
||||
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
|
||||
}
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse.Beatmap.DTMNoteVisual_BM,Assembly-CSharp",
|
||||
"isHighlighted" : false,
|
||||
"themeBundleName" : "departure_to_multiverse",
|
||||
"objectName" : "DTM_NoteVisualStay",
|
||||
"elementName" : "New Note Visual",
|
||||
"tags" : [
|
||||
|
||||
],
|
||||
"elementGuid" : {
|
||||
"value" : "a9bb2cc0-523f-4d40-8d90-2b553b3a4757"
|
||||
},
|
||||
"attachedElementGuid" : {
|
||||
"value" : "07b1a67f-a1da-4f89-b7bb-b03168278d22"
|
||||
}
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.TransformSubmodule_BM,Assembly-CSharp",
|
||||
"originalPosition" : {
|
||||
"x" : 0,
|
||||
"y" : 0,
|
||||
"z" : 0
|
||||
},
|
||||
"originalEulerAngles" : {
|
||||
"x" : 0,
|
||||
"y" : 0,
|
||||
"z" : 0
|
||||
},
|
||||
"originalScale" : {
|
||||
"x" : 1,
|
||||
"y" : 1,
|
||||
"z" : 1
|
||||
},
|
||||
"attachedElementGuid" : {
|
||||
"value" : "a9bb2cc0-523f-4d40-8d90-2b553b3a4757"
|
||||
}
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.TimeDurationSubmodule_BM,Assembly-CSharp",
|
||||
"isOverridingDuration" : false,
|
||||
"startTime" : -32767,
|
||||
"endTime" : 32767,
|
||||
"attachedElementGuid" : {
|
||||
"value" : "a9bb2cc0-523f-4d40-8d90-2b553b3a4757"
|
||||
}
|
||||
},{
|
||||
"__type" : "Ichni.RhythmGame.Beatmap.ColorSubmodule_BM,Assembly-CSharp",
|
||||
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107
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -22,6 +22,10 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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public override void Recover()
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{
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noteVisual.noteMain.SetActive(true);
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if (note is Hold && noteVisual.isHighlighted)
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{
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noteVisual.extraPartList[0].gameObject.SetActive(true);
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}
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}
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public override void Adjust()
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@@ -29,6 +33,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
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effectParticle = LeanPool.Spawn(noteVisual.effectPrefabList[2], noteVisual.judgeEffect.transform).GetComponent<ParticleSystem>();
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effectParticle.transform.SetParent(EditorManager.instance.cameraManager.gameCamera.transform);
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effectParticle.Play();
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if (note is Hold && noteVisual.isHighlighted)
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{
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noteVisual.extraPartList[0].gameObject.SetActive(false);
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}
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noteVisual.noteMain.SetActive(false);
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LeanPool.Despawn(effectParticle.gameObject, 1);
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}
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@@ -21,6 +21,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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public override void Recover()
|
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{
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noteVisual.noteMain.SetActive(true);
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if (note is Hold && noteVisual.isHighlighted)
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{
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noteVisual.extraPartList[0].gameObject.SetActive(true);
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}
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}
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public override void Adjust()
|
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@@ -28,6 +33,12 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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effectParticle = LeanPool.Spawn(noteVisual.effectPrefabList[1], noteVisual.judgeEffect.transform).GetComponent<ParticleSystem>();
|
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effectParticle.transform.SetParent(EditorManager.instance.cameraManager.gameCamera.transform);
|
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effectParticle.Play();
|
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|
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if (note is Hold && noteVisual.isHighlighted)
|
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{
|
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noteVisual.extraPartList[0].gameObject.SetActive(false);
|
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}
|
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|
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noteVisual.noteMain.SetActive(false);
|
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LeanPool.Despawn(effectParticle.gameObject, 1);
|
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}
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@@ -17,19 +17,35 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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this.noteVisual = noteVisual;
|
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this.effectTime = effectTime;
|
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this.noteRenderers = new List<Renderer>();
|
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foreach (Renderer renderer in noteVisual.notePartList.Select(part => part.GetComponent<Renderer>()))
|
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foreach (GameObject part in noteVisual.notePartList)
|
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{
|
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noteRenderers.Add(renderer);
|
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Renderer rend = part.GetComponent<Renderer>();
|
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if(rend != null)
|
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{
|
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noteRenderers.Add(rend);
|
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}
|
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}
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}
|
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public override void Recover()
|
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{
|
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noteVisual.noteMain.SetActive(true);
|
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|
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|
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noteRenderers[0].materials[1].SetFloat("_GlowIntensity", 4f);
|
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foreach (var renderer in noteRenderers)
|
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{
|
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renderer.material.SetFloat("_MainAlpha", 1f);
|
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foreach (Material m in renderer.materials)
|
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{
|
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m.SetFloat("_MainAlpha", 1);
|
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}
|
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}
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}
|
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public override void PreExecute()
|
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{
|
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if (noteVisual is DTMNoteVisualHold)
|
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{
|
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noteRenderers[0].materials[1].SetFloat("_GlowIntensity", 0.25f);
|
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}
|
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}
|
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|
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@@ -39,7 +55,10 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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float alpha = (1 - e) / 4f;
|
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foreach (var renderer in noteRenderers)
|
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{
|
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renderer.material.SetFloat("_MainAlpha", alpha);
|
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foreach (Material m in renderer.materials)
|
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{
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m.SetFloat("_MainAlpha", alpha);
|
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}
|
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}
|
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}
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@@ -48,7 +67,10 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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noteVisual.noteMain.SetActive(false);
|
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foreach (var renderer in noteRenderers)
|
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{
|
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renderer.material.SetFloat("_MainAlpha", 0f);
|
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foreach (Material m in renderer.materials)
|
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{
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m.SetFloat("_MainAlpha", 0);
|
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}
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}
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}
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@@ -22,6 +22,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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public override void Recover()
|
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{
|
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noteVisual.noteMain.SetActive(true);
|
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|
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if (note is Hold && noteVisual.isHighlighted)
|
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{
|
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noteVisual.extraPartList[0].gameObject.SetActive(true);
|
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}
|
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}
|
||||
|
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public override void Adjust()
|
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@@ -32,7 +37,11 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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effectParticle.Play();
|
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|
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// effectParticle.transform.DOMove(noteVisual.noteVisualPosition, 0.2f);
|
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|
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|
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if (note is Hold && noteVisual.isHighlighted)
|
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{
|
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noteVisual.extraPartList[0].gameObject.SetActive(false);
|
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}
|
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noteVisual.noteMain.SetActive(false);
|
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LeanPool.Despawn(effectParticle.gameObject, 1);
|
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}
|
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|
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@@ -10,8 +10,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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{
|
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public partial class DTMNoteVisual : NoteVisualBase
|
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{
|
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public List<Material> normalMaterialList;
|
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public List<Material> highlightMaterialList;
|
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public List<List<Material>> normalMaterialList;
|
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public List<List<Material>> highlightMaterialList;
|
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|
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public new static DTMNoteVisual GenerateElement(string elementName, Guid id, List<string> tags,
|
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bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement, bool isHighlighted)
|
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@@ -77,11 +77,16 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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|
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public override void SetHighlight()
|
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{
|
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List<Renderer> partRendererList = notePartList.Select(part => part.GetComponent<Renderer>()).ToList();
|
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//List<Renderer> partRendererList = notePartList.Select(part => part.GetComponent<Renderer>()).ToList();
|
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|
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//partRendererList.ForEach(rend => Destroy(rend.material));
|
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|
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if (!isHighlighted)
|
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if (note is Tap or Hold)
|
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{
|
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extraPartList[0].gameObject.SetActive(isHighlighted);
|
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}
|
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|
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/*if (!isHighlighted)
|
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{
|
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for (int i = 0; i < partRendererList.Count; i++)
|
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{
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@@ -94,7 +99,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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{
|
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partRendererList[i].material = Instantiate(highlightMaterialList[i]);
|
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}
|
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}
|
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}*/
|
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}
|
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}
|
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|
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|
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@@ -82,7 +82,9 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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Renderer rend = part.GetComponent<Renderer>();
|
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if (rend != null)
|
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{
|
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rend.material.SetFloat("_MainAlpha", 1f);
|
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rend.materials[0].SetFloat("_MainAlpha", 1f);
|
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rend.materials[1].SetFloat("_MainAlpha", 1f);
|
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note.track.trackPathSubmodule.path.RebuildImmediate();
|
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}
|
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}
|
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|
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Load Diff
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assetBundleVariant:
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Reference in New Issue
Block a user