- 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.
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@@ -1,4 +1,4 @@
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Shader "Carmen/Light Strip"
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Shader "Carmen/SDF/Light Strip"
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{
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Properties
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{
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@@ -8,11 +8,12 @@ Shader "Carmen/Light Strip"
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 200
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Pass {
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#include "UnityCG.cginc"
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@@ -47,9 +48,17 @@ Shader "Carmen/Light Strip"
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fixed4 frag(V2F i) : SV_TARGET
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{
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half4 Tex = UNITY_SAMPLE_TEX2D(_MainTex, i.uv);
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if (Tex.r < 0.5) discard;
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return fixed4((Tex * _Color * (_Glow + 1.0)).rgb, Tex.r);
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half _LineThickness = 0.05;
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half sdf_sample = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).r;
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half sdf_halfchange = (abs(ddx(sdf_sample)) + abs(ddy(sdf_sample))) / 2.0;
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half alphastep_loweredge = (1.0 - _LineThickness) - sdf_halfchange;
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half alphastep_upperedge = (1.0 - _LineThickness) + sdf_halfchange;
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half alphastep = saturate((sdf_sample - alphastep_loweredge) / (alphastep_upperedge - alphastep_loweredge));
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//half3 Tex = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).rrr;
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//if (Tex.r < 0.9) discard;
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return fixed4((_Color * (_Glow + 1.0)).rgb, alphastep.r);
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}
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ENDCG
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}
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