Chapter 2初步
@@ -11,10 +11,10 @@ Material:
|
||||
m_Shader: {fileID: 4800000, guid: 44e8d6dab1446644688189717537509a, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords:
|
||||
- _EMISSION_ON
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords:
|
||||
- _RECEIVE_SHADOWS_OFF
|
||||
- _ZWRITE_ON
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 1
|
||||
@@ -128,7 +128,7 @@ Material:
|
||||
- _DistortionStrengthScaled: 0
|
||||
- _DstBlend: 0
|
||||
- _DstBlendAlpha: 0
|
||||
- _Emission: 1
|
||||
- _Emission: 0
|
||||
- _EmissionEnabled: 0
|
||||
- _EnableExternalAlpha: 0
|
||||
- _EnvironmentReflections: 1
|
||||
@@ -170,7 +170,7 @@ Material:
|
||||
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
|
||||
|
||||
@@ -15,7 +15,8 @@ Material:
|
||||
m_InvalidKeywords:
|
||||
- _FLIPBOOKBLENDING_OFF
|
||||
- _RECEIVE_SHADOWS_OFF
|
||||
m_LightmapFlags: 0
|
||||
- _ZWRITE_ON
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 1
|
||||
m_CustomRenderQueue: -1
|
||||
|
||||
@@ -113,25 +113,25 @@ namespace Ichni.RhythmGame
|
||||
var trackRendererAutoOrientButton =
|
||||
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Auto Orient", () =>
|
||||
{
|
||||
trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(this, false, 0);
|
||||
trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(this, false, 0, true);
|
||||
inspectorMain.SetInspector(this);
|
||||
});
|
||||
var trackRendererPathGeneratorButton =
|
||||
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Path Generator", () =>
|
||||
{
|
||||
trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(this, false, 0);
|
||||
trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(this, false, 0, true);
|
||||
inspectorMain.SetInspector(this);
|
||||
});
|
||||
var trackRenderTubeGeneratorButton =
|
||||
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Tube Generator", () =>
|
||||
{
|
||||
trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(this, false, 0, 4);
|
||||
trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(this, false, 0, true, 4);
|
||||
inspectorMain.SetInspector(this);
|
||||
});
|
||||
var trackRendererSurfaceButton =
|
||||
inspector.GenerateButton(this, trackRendererSubcontainer, "Track Renderer Surface", () =>
|
||||
{
|
||||
trackRendererSubmodule = new TrackRendererSubmoduleSurface(this, false, 0);
|
||||
trackRendererSubmodule = new TrackRendererSubmoduleSurface(this, false, 0, true);
|
||||
inspectorMain.SetInspector(this);
|
||||
});
|
||||
|
||||
@@ -174,10 +174,10 @@ namespace Ichni.RhythmGame
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //旋转
|
||||
var scaleButton = inspector.GenerateButton(this, animationSubcontainer, "Scale", () =>
|
||||
{
|
||||
Swirl.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //缩放
|
||||
{
|
||||
Swirl.GenerateElement("New Scale", Guid.NewGuid(), new List<string>(), true, this,
|
||||
new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat());
|
||||
}); //缩放
|
||||
if (trackPathSubmodule != null)
|
||||
{
|
||||
trackPathButton.button.interactable = false;
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class TrackExtraModifier : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 04670c6ef20b0154d8da910c6b5b6189
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -21,14 +21,16 @@ namespace Ichni.RhythmGame
|
||||
public string materialName;
|
||||
public bool enableEmission;
|
||||
public float emissionIntensity;
|
||||
public bool zWrite;
|
||||
|
||||
public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity) : base(track)
|
||||
public TrackRendererSubmodule(Track track, bool enableEmission, float emissionIntensity, bool zWrite) : base(track)
|
||||
{
|
||||
this.track.trackRendererSubmodule = this;
|
||||
this.enableEmission = enableEmission;
|
||||
this.emissionIntensity = emissionIntensity;
|
||||
this.materialThemeBundleName = String.Empty;
|
||||
this.materialName = String.Empty;
|
||||
this.zWrite = zWrite;
|
||||
}
|
||||
|
||||
public void ApplyMaterial(string materialThemeBundleName, string materialName)
|
||||
@@ -45,6 +47,7 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
SetEnableZWrite();
|
||||
SetEnableEmission();
|
||||
SetEmissionIntensity();
|
||||
|
||||
@@ -74,6 +77,10 @@ namespace Ichni.RhythmGame
|
||||
|
||||
var container = inspector.GenerateContainer("Track Renderer Auto Orient");
|
||||
|
||||
var zWriteSettings = container.GenerateSubcontainer(3);
|
||||
var zWriteToggle =
|
||||
inspector.GenerateToggle(this, zWriteSettings, "Enable ZWrite", nameof(zWrite))
|
||||
.AddListenerFunction(SetEnableZWrite);
|
||||
var emissionSettings = container.GenerateSubcontainer(3);
|
||||
var enableEmissionToggle =
|
||||
inspector.GenerateToggle(this, emissionSettings, "Enable Emission", nameof(enableEmission))
|
||||
@@ -81,7 +88,7 @@ namespace Ichni.RhythmGame
|
||||
var emissionIntensityInputField =
|
||||
inspector.GenerateInputField(this, emissionSettings, "Emission Intensity", nameof(emissionIntensity))
|
||||
.AddListenerFunction(SetEmissionIntensity);
|
||||
|
||||
|
||||
var materialSettings = container.GenerateSubcontainer(3);
|
||||
var themeBundleDropdown = inspector
|
||||
.GenerateDropdown(this, materialSettings, "Theme Bundle", ThemeBundleManager.instance.selectedThemeBundleList, nameof(materialThemeBundleName))
|
||||
@@ -116,6 +123,11 @@ namespace Ichni.RhythmGame
|
||||
meshRenderer.material.SetInt("_Emission", enableEmission ? 1 : 0);
|
||||
}
|
||||
|
||||
protected void SetEnableZWrite()
|
||||
{
|
||||
meshRenderer.material.SetInt("_ZWrite", zWrite ? 1 : 0);
|
||||
}
|
||||
|
||||
protected void SetEmissionIntensity()
|
||||
{
|
||||
meshRenderer.material.SetColor("_EmissionColor", Color.white * Mathf.Pow(2, emissionIntensity));
|
||||
@@ -128,8 +140,8 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public SplineRenderer splineRenderer;
|
||||
|
||||
public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity)
|
||||
public TrackRendererSubmoduleAutoOrient(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity, zWrite)
|
||||
{
|
||||
this.splineRenderer = track.AddComponent<SplineRenderer>();
|
||||
this.meshRenderer = splineRenderer.GetComponent<MeshRenderer>();
|
||||
@@ -157,6 +169,7 @@ namespace Ichni.RhythmGame
|
||||
public string materialName;
|
||||
public bool enableEmission;
|
||||
public float emissionIntensity;
|
||||
public bool zWrite;
|
||||
|
||||
public TrackRendererSubmoduleAutoOrient_BM()
|
||||
{
|
||||
@@ -176,7 +189,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
|
||||
Track track = attachedElement as Track;
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity);
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite);
|
||||
if (materialName.Trim() != String.Empty)
|
||||
{
|
||||
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
|
||||
@@ -186,7 +199,7 @@ namespace Ichni.RhythmGame
|
||||
public override void DuplicateBM(GameElement attached)
|
||||
{
|
||||
Track track = attached as Track;
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity);
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleAutoOrient(track, enableEmission, emissionIntensity, zWrite);
|
||||
if (materialName.Trim() != String.Empty)
|
||||
{
|
||||
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
|
||||
@@ -203,8 +216,8 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public PathGenerator pathGenerator;
|
||||
|
||||
public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity)
|
||||
public TrackRendererSubmodulePathGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity, zWrite)
|
||||
{
|
||||
this.pathGenerator = track.AddComponent<PathGenerator>();
|
||||
this.meshRenderer = pathGenerator.GetComponent<MeshRenderer>();
|
||||
@@ -232,6 +245,7 @@ namespace Ichni.RhythmGame
|
||||
public string materialName;
|
||||
public bool enableEmission;
|
||||
public float emissionIntensity;
|
||||
public bool zWrite;
|
||||
|
||||
public TrackRendererSubmodulePathGenerator_BM()
|
||||
{
|
||||
@@ -251,7 +265,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
|
||||
Track track = attachedElement as Track;
|
||||
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity);
|
||||
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite);
|
||||
if (materialName.Trim() != String.Empty)
|
||||
{
|
||||
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
|
||||
@@ -261,7 +275,7 @@ namespace Ichni.RhythmGame
|
||||
public override void DuplicateBM(GameElement attached)
|
||||
{
|
||||
Track track = attached as Track;
|
||||
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity);
|
||||
track.trackRendererSubmodule = new TrackRendererSubmodulePathGenerator(track, enableEmission, emissionIntensity, zWrite);
|
||||
if (materialName.Trim() != String.Empty)
|
||||
{
|
||||
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
|
||||
@@ -279,8 +293,9 @@ namespace Ichni.RhythmGame
|
||||
public TubeGenerator tubeGenerator;
|
||||
public int sideCount;
|
||||
|
||||
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, int sideCount, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity)
|
||||
public TrackRendererSubmoduleTubeGenerator(Track track, bool enableEmission, float emissionIntensity, bool zWrite,
|
||||
int sideCount, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity, zWrite)
|
||||
{
|
||||
this.sideCount = sideCount;
|
||||
|
||||
@@ -325,6 +340,7 @@ namespace Ichni.RhythmGame
|
||||
public string materialName;
|
||||
public bool enableEmission;
|
||||
public float emissionIntensity;
|
||||
public bool zWrite;
|
||||
public int sideCount;
|
||||
|
||||
public TrackRendererSubmoduleTubeGenerator_BM()
|
||||
@@ -346,7 +362,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
|
||||
Track track = attachedElement as Track;
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, sideCount);
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount);
|
||||
if (materialName.Trim() != String.Empty)
|
||||
{
|
||||
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
|
||||
@@ -356,7 +372,7 @@ namespace Ichni.RhythmGame
|
||||
public override void DuplicateBM(GameElement attached)
|
||||
{
|
||||
Track track = attached as Track;
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, sideCount);
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleTubeGenerator(track, enableEmission, emissionIntensity, zWrite, sideCount);
|
||||
if (materialName.Trim() != String.Empty)
|
||||
{
|
||||
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
|
||||
@@ -373,8 +389,8 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
public SurfaceGenerator surface;
|
||||
|
||||
public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity)
|
||||
public TrackRendererSubmoduleSurface(Track track, bool enableEmission, float emissionIntensity, bool zWrite, Material material = null) :
|
||||
base(track, enableEmission, emissionIntensity, zWrite)
|
||||
{
|
||||
this.surface = track.AddComponent<SurfaceGenerator>();
|
||||
this.meshRenderer = surface.GetComponent<MeshRenderer>();
|
||||
@@ -402,6 +418,7 @@ namespace Ichni.RhythmGame
|
||||
public string materialName;
|
||||
public bool enableEmission;
|
||||
public float emissionIntensity;
|
||||
public bool zWrite;
|
||||
|
||||
public TrackRendererSubmoduleSurface_BM()
|
||||
{
|
||||
@@ -421,7 +438,7 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
attachedElement = GameElement_BM.GetElement(attachedElementGuid);
|
||||
Track track = attachedElement as Track;
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity);
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite);
|
||||
if (materialName.Trim() != String.Empty)
|
||||
{
|
||||
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
|
||||
@@ -431,7 +448,7 @@ namespace Ichni.RhythmGame
|
||||
public override void DuplicateBM(GameElement attached)
|
||||
{
|
||||
Track track = attached as Track;
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity);
|
||||
track.trackRendererSubmodule = new TrackRendererSubmoduleSurface(track, enableEmission, emissionIntensity, zWrite);
|
||||
if (materialName.Trim() != String.Empty)
|
||||
{
|
||||
track.trackRendererSubmodule.ApplyMaterial(materialThemeBundleName, materialName);
|
||||
|
||||
@@ -86,6 +86,8 @@ namespace Ichni.Editor
|
||||
positionText.Key.transform.position = positionText.Value + new Vector3(gridScale / 6, 0, gridScale / 12);
|
||||
float scaleFactor = gridScale * 1.5f;
|
||||
positionText.Key.transform.localScale = new Vector3(scaleFactor, scaleFactor, scaleFactor);
|
||||
Vector3 direction = EditorManager.instance.cameraManager.currentCamera.transform.position - positionText.Key.transform.position;
|
||||
positionText.Key.transform.forward = -direction.normalized;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
140
Assets/Shaders/FillAmount.mat
Normal file
@@ -0,0 +1,140 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
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--- !u!21 &2100000
|
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serializedVersion: 8
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_Name: FillAmount
|
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m_Shader: {fileID: 4800000, guid: efc9cf6e300dc8b4bbd9d46924a071da, type: 3}
|
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
|
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m_ValidKeywords: []
|
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m_InvalidKeywords: []
|
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m_LightmapFlags: 4
|
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m_EnableInstancingVariants: 0
|
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m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
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serializedVersion: 3
|
||||
m_TexEnvs:
|
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- _BaseMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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- unity_Lightmaps:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _AlphaClip: 0
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- _AlphaCutoff: 0.5
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- _AlphaToMask: 0
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- _Blend: 0
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- _BlendModePreserveSpecular: 1
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- _BumpScale: 1
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- _ClearCoatMask: 0
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- _ClearCoatSmoothness: 0
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- _Cull: 2
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- _Cutoff: 0.5
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _DstBlendAlpha: 0
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- _EnvironmentReflections: 1
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- _GlossMapScale: 0
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _Metallic: 0
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- _OcclusionStrength: 1
|
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- _Parallax: 0.005
|
||||
- _QueueControl: 0
|
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- _QueueOffset: 0
|
||||
- _RadialFillAmount: 0
|
||||
- _ReceiveShadows: 1
|
||||
- _Smoothness: 0.5
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlendAlpha: 1
|
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- _Surface: 0
|
||||
- _WorkflowMode: 1
|
||||
- _ZWrite: 1
|
||||
- __dirty: 0
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
--- !u!114 &4416322785570194606
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 11
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||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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version: 7
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8
Assets/Shaders/FillAmount.mat.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b8e56df1be9336a41a6fa3c34c8e4b70
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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||||
assetBundleVariant:
|
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575
Assets/Shaders/FillAmount.shader
Normal file
@@ -0,0 +1,575 @@
|
||||
// Made with Amplify Shader Editor v1.9.5.1
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Soullies/FillAmount"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_RadialFillAmount("RadialFillAmount", Range( 0 , 1)) = 0
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
|
||||
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
|
||||
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
LOD 0
|
||||
|
||||
|
||||
|
||||
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
|
||||
|
||||
Cull Off
|
||||
HLSLINCLUDE
|
||||
#pragma target 2.0
|
||||
#pragma prefer_hlslcc gles
|
||||
// ensure rendering platforms toggle list is visible
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
|
||||
ENDHLSL
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Sprite Unlit"
|
||||
Tags { "LightMode"="Universal2D" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITEUNLIT
|
||||
|
||||
#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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
float _RadialFillAmount;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
float4 _RendererColor;
|
||||
|
||||
|
||||
VertexOutput vert( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
float2 break10 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) );
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
||||
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
||||
#endif
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
||||
half4 debugColor = 0;
|
||||
|
||||
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
|
||||
|
||||
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
||||
{
|
||||
return debugColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
Color *= IN.color * _RendererColor;
|
||||
return Color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "Sprite Unlit Forward"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define SHADERPASS SHADERPASS_SPRITEFORWARD
|
||||
|
||||
#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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
float _RadialFillAmount;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 uv0 : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
|
||||
float _EnableAlphaTexture;
|
||||
#endif
|
||||
|
||||
float4 _RendererColor;
|
||||
|
||||
|
||||
VertexOutput vert( VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3( 0, 0, 0 );
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
v.normal = v.normal;
|
||||
v.tangent.xyz = v.tangent.xyz;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
||||
|
||||
o.texCoord0 = v.uv0;
|
||||
o.color = v.color;
|
||||
o.positionCS = vertexInput.positionCS;
|
||||
o.positionWS = vertexInput.positionWS;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag( VertexOutput IN ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
||||
|
||||
float2 break10 = ( IN.texCoord0.xy - float2( 0.5,0.5 ) );
|
||||
float2 uv_MainTex = IN.texCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) );
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
|
||||
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
SurfaceData2D surfaceData;
|
||||
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
|
||||
InputData2D inputData;
|
||||
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
|
||||
half4 debugColor = 0;
|
||||
|
||||
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
|
||||
|
||||
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
|
||||
{
|
||||
return debugColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
Color *= IN.color * _RendererColor;
|
||||
return Color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "SceneSelectionPass"
|
||||
Tags { "LightMode"="SceneSelectionPass" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENESELECTIONPASS 1
|
||||
|
||||
|
||||
#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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
float _RadialFillAmount;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
|
||||
int _ObjectId;
|
||||
int _PassValue;
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
||||
o.positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float2 break10 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
||||
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) );
|
||||
|
||||
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
|
||||
Name "ScenePickingPass"
|
||||
Tags { "LightMode"="Picking" }
|
||||
|
||||
Cull Off
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#define ASE_SRP_VERSION 140011
|
||||
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define _SURFACE_TYPE_TRANSPARENT 1
|
||||
#define ATTRIBUTES_NEED_NORMAL
|
||||
#define ATTRIBUTES_NEED_TANGENT
|
||||
#define FEATURES_GRAPH_VERTEX
|
||||
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||||
#define SCENEPICKINGPASS 1
|
||||
|
||||
|
||||
#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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||||
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _MainTex_ST;
|
||||
float4 _Color;
|
||||
float _RadialFillAmount;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float3 positionOS : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
float4 _SelectionID;
|
||||
|
||||
|
||||
VertexOutput vert(VertexInput v )
|
||||
{
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
float3 defaultVertexValue = v.positionOS.xyz;
|
||||
#else
|
||||
float3 defaultVertexValue = float3(0, 0, 0);
|
||||
#endif
|
||||
float3 vertexValue = defaultVertexValue;
|
||||
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||||
v.positionOS.xyz = vertexValue;
|
||||
#else
|
||||
v.positionOS.xyz += vertexValue;
|
||||
#endif
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
|
||||
float3 positionWS = TransformObjectToWorld(v.positionOS);
|
||||
o.positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(VertexOutput IN ) : SV_TARGET
|
||||
{
|
||||
float2 break10 = ( IN.ase_texcoord.xy - float2( 0.5,0.5 ) );
|
||||
float2 uv_MainTex = IN.ase_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
|
||||
float4 Color = ( ( ( atan2( break10.x , break10.y ) + 3.141593 ) / 6.283185 ) < _RadialFillAmount ? ( tex2D( _MainTex, uv_MainTex ) * _Color ) : float4( 0,0,0,0 ) );
|
||||
half4 outColor = _SelectionID;
|
||||
return outColor;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19501
|
||||
Node;AmplifyShaderEditor.Vector2Node;6;-832,-192;Inherit;False;Constant;_Vector0;Vector 0;3;0;Create;True;0;0;0;False;0;False;0.5,0.5;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
||||
Node;AmplifyShaderEditor.TexCoordVertexDataNode;5;-864,-320;Inherit;False;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode;7;-624,-256;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.BreakToComponentsNode;10;-480,-256;Inherit;False;FLOAT2;1;0;FLOAT2;0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
||||
Node;AmplifyShaderEditor.ATan2OpNode;9;-352,-256;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode;11;-192,-224;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;3.141593;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode;1;-480,96;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;2;-400,304;Inherit;False;Property;_Color;Color;2;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.SimpleDivideOpNode;12;-32,-176;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;6.283185;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;3;-208,0;Inherit;False;Property;_RadialFillAmount;RadialFillAmount;1;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;4;-80,208;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.Compare;13;144,-112;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;33;672,-64;Float;False;True;-1;2;ASEMaterialInspector;0;15;Soullies/FillAmount;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit;0;0;Sprite Unlit;4;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;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;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=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;4;True;True;True;True;False;;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;34;672,-64;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit Forward;0;1;Sprite Unlit Forward;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;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;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=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;35;672,-64;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;SceneSelectionPass;0;2;SceneSelectionPass;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;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;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=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;36;672,-64;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;ScenePickingPass;0;3;ScenePickingPass;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;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;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=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
WireConnection;7;0;5;0
|
||||
WireConnection;7;1;6;0
|
||||
WireConnection;10;0;7;0
|
||||
WireConnection;9;0;10;0
|
||||
WireConnection;9;1;10;1
|
||||
WireConnection;11;0;9;0
|
||||
WireConnection;12;0;11;0
|
||||
WireConnection;4;0;1;0
|
||||
WireConnection;4;1;2;0
|
||||
WireConnection;13;0;12;0
|
||||
WireConnection;13;1;3;0
|
||||
WireConnection;13;2;4;0
|
||||
WireConnection;33;1;13;0
|
||||
ASEEND*/
|
||||
//CHKSM=16EB360EF79593D4D3C0EC63242823D111ADB342
|
||||
9
Assets/Shaders/FillAmount.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: efc9cf6e300dc8b4bbd9d46924a071da
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -10,6 +10,7 @@ Shader "Soullies/TrackShader"
|
||||
[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0)
|
||||
[Toggle(_USEREDASALPHA_ON)] _UseRedAsAlpha("UseRedAsAlpha", Float) = 1
|
||||
[Toggle(_EMISSION_ON)] _Emission("Emission", Float) = 0
|
||||
[Toggle]_ZWrite("ZWrite", Range( 0 , 1)) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
|
||||
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
||||
@@ -43,7 +44,7 @@ Shader "Soullies/TrackShader"
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
ZWrite [_ZWrite]
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
@@ -79,6 +80,7 @@ Shader "Soullies/TrackShader"
|
||||
float4 _MainTexture_ST;
|
||||
float4 _BaseColor;
|
||||
float4 _EmissionColor;
|
||||
float _ZWrite;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
@@ -201,7 +203,7 @@ Shader "Soullies/TrackShader"
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
ZWrite [_ZWrite]
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
@@ -237,6 +239,7 @@ Shader "Soullies/TrackShader"
|
||||
float4 _MainTexture_ST;
|
||||
float4 _BaseColor;
|
||||
float4 _EmissionColor;
|
||||
float _ZWrite;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
@@ -393,6 +396,7 @@ Shader "Soullies/TrackShader"
|
||||
float4 _MainTexture_ST;
|
||||
float4 _BaseColor;
|
||||
float4 _EmissionColor;
|
||||
float _ZWrite;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
@@ -515,6 +519,7 @@ Shader "Soullies/TrackShader"
|
||||
float4 _MainTexture_ST;
|
||||
float4 _BaseColor;
|
||||
float4 _EmissionColor;
|
||||
float _ZWrite;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
@@ -599,18 +604,19 @@ Shader "Soullies/TrackShader"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19501
|
||||
Node;AmplifyShaderEditor.SamplerNode;6;-992,-272;Inherit;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;f4c14c8a739195b49ae7277a44426f2a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.SamplerNode;6;-992,-272;Inherit;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.BreakToComponentsNode;10;-672,-272;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
|
||||
Node;AmplifyShaderEditor.StaticSwitch;28;-496,-160;Inherit;False;Property;_UseRedAsAlpha;UseRedAsAlpha;3;0;Create;True;0;0;0;False;0;False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StaticSwitch;28;-496,-160;Inherit;False;Property;_UseRedAsAlpha;UseRedAsAlpha;3;0;Create;True;0;0;0;False;0;False;0;1;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode;13;-192,-288;Inherit;False;COLOR;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;30;-48,0;Inherit;False;Constant;_Float0;Float 0;6;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ColorNode;8;-368,-16;Inherit;False;Property;_BaseColor;BaseColor;1;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;20;-96,128;Inherit;False;Property;_EmissionColor;EmissionColor;2;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;0.9999999,0.9999999,0.9999999,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.ColorNode;20;-96,128;Inherit;False;Property;_EmissionColor;EmissionColor;2;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;30;-48,0;Inherit;False;Constant;_Float0;Float 0;6;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-16,-192;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.StaticSwitch;31;192,-16;Inherit;False;Property;_Emission;Emission;4;0;Create;True;0;0;0;False;0;False;0;0;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;21;416,-144;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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