- Added magazine model and textures.

- Back walls in the alleyway now extend beyond the ceiling.
- Brick shader now shares tile/offset values between similar textures.
- Brick textures now have a properly generated ambient occlusion map.
This commit is contained in:
Jamie Greunbaum 2026-03-27 16:19:08 -04:00
parent c11a39d065
commit 028550ed3f
46 changed files with 1080 additions and 537 deletions

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@ -3,12 +3,13 @@
Properties Properties
{ {
_MainTex ("Colour", 2D) = "white" {} _MainTex ("Colour", 2D) = "white" {}
_NormalTex ("Normal", 2D) = "bump" {} [NoScaleOffset] _NormalTex ("Normal", 2D) = "bump" {}
_AOTex ("Ambient Occlusion", 2D) = "white" {} [NoScaleOffset] _AOTex ("Ambient Occlusion", 2D) = "white" {}
_DetailTex ("Detail Colour", 2D) = "gray" {} _DetailTex ("Detail Colour", 2D) = "gray" {}
_DetailNormal ("Detail Normal", 2D) = "bump" {} _DetailNormal ("Detail Normal", 2D) = "bump" {}
_DetailIntensity ("Detail Intensity", Range(0.0, 1.0)) = 1.0 _DetailIntensity ("Detail Intensity", Range(0.0, 1.0)) = 1.0
_DetailContrast ("Detail Contrast", Range(0.0, 1.0)) = 1.0
} }
SubShader SubShader
{ {
@ -18,10 +19,9 @@
CGPROGRAM CGPROGRAM
#pragma surface surf Lambert #pragma surface surf Lambert
struct Input { struct Input
{
float2 uv_MainTex; float2 uv_MainTex;
float2 uv_NormalTex;
float2 uv_AOTex;
float2 uv_DetailTex; float2 uv_DetailTex;
float2 uv_DetailNormal; float2 uv_DetailNormal;
}; };
@ -32,13 +32,18 @@
UNITY_DECLARE_TEX2D(_DetailTex); UNITY_DECLARE_TEX2D(_DetailTex);
UNITY_DECLARE_TEX2D(_DetailNormal); UNITY_DECLARE_TEX2D(_DetailNormal);
half _DetailIntensity; half _DetailIntensity;
half _DetailContrast;
void surf (Input IN, inout SurfaceOutput o) { void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).rgb; o.Albedo = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).rgb;
o.Albedo *= UNITY_SAMPLE_TEX2D(_AOTex, IN.uv_MainTex).r; o.Albedo *= UNITY_SAMPLE_TEX2D(_AOTex, IN.uv_MainTex).r;
o.Albedo *= saturate((UNITY_SAMPLE_TEX2D(_DetailTex, IN.uv_DetailTex).rgb * 2.0) * _DetailIntensity);
half3 normaltex = UnpackNormal(UNITY_SAMPLE_TEX2D(_NormalTex, IN.uv_NormalTex)); half3 detail_sample = UNITY_SAMPLE_TEX2D(_DetailTex, IN.uv_DetailTex);
detail_sample = saturate(detail_sample + (1.0 - _DetailContrast));
o.Albedo *= saturate((detail_sample * 2.0) * (_DetailIntensity * 2.0));
half3 normaltex = UnpackNormal(UNITY_SAMPLE_TEX2D(_NormalTex, IN.uv_MainTex));
half3 normaldetail = UnpackNormal(UNITY_SAMPLE_TEX2D(_DetailNormal, IN.uv_DetailNormal)); half3 normaldetail = UnpackNormal(UNITY_SAMPLE_TEX2D(_DetailNormal, IN.uv_DetailNormal));
o.Normal = normalize(half3(normaltex.xy + normaldetail.xy, normaltex.z)); o.Normal = normalize(half3(normaltex.xy + normaldetail.xy, normaltex.z));
} }

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