- Added ability for players without camera permissions to watch camera output.

- Added a tablet spawner to let players view said camera output.
- Added many more reflection probes to the alleyway to try to fill in gaps.
- Moved round 2 signage around to fit in the camera view better.
- Round 2 sign text changed to use SDF textures for better clarity.
- Created better gizmo icons for CameraAnchor and CameraSwitcher.
- Light strip on modem now uses an already-available SDF texture.
- Performance mode is now the default camera mode.
This commit is contained in:
2026-04-23 03:50:44 -04:00
parent a6b3b840b2
commit 39e227f264
59 changed files with 4897 additions and 633 deletions
+14 -5
View File
@@ -1,4 +1,4 @@
Shader "Carmen/Light Strip"
Shader "Carmen/SDF/Light Strip"
{
Properties
{
@@ -8,11 +8,12 @@ Shader "Carmen/Light Strip"
}
SubShader
{
Tags { "RenderType"="Opaque" }
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 200
Pass {
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#include "UnityCG.cginc"
@@ -47,9 +48,17 @@ Shader "Carmen/Light Strip"
fixed4 frag(V2F i) : SV_TARGET
{
half4 Tex = UNITY_SAMPLE_TEX2D(_MainTex, i.uv);
if (Tex.r < 0.5) discard;
return fixed4((Tex * _Color * (_Glow + 1.0)).rgb, Tex.r);
half _LineThickness = 0.05;
half sdf_sample = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).r;
half sdf_halfchange = (abs(ddx(sdf_sample)) + abs(ddy(sdf_sample))) / 2.0;
half alphastep_loweredge = (1.0 - _LineThickness) - sdf_halfchange;
half alphastep_upperedge = (1.0 - _LineThickness) + sdf_halfchange;
half alphastep = saturate((sdf_sample - alphastep_loweredge) / (alphastep_upperedge - alphastep_loweredge));
//half3 Tex = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).rrr;
//if (Tex.r < 0.9) discard;
return fixed4((_Color * (_Glow + 1.0)).rgb, alphastep.r);
}
ENDCG
}