- Added a method for animating FOV, and added it to the ending cameras.

- Started reworking Modem cameras.
- Finally fixed ScreenUV shader, so the Modem's static looks correct.
This commit is contained in:
2026-03-11 02:34:00 -04:00
parent 23133f3aee
commit 6ba521ea56
15 changed files with 815 additions and 320 deletions
+3 -3
View File
@@ -14,7 +14,7 @@ Shader "Carmen/Logo"
Properties
{
_MainTex ("Logo Image", 2D) = "white" {}
_Tint ("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
_Color ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
[ShowAsVector2] _Skew ("Scale And Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
}
@@ -38,7 +38,7 @@ Shader "Carmen/Logo"
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_TEX2D(_FadeMask);
half4 _Tint;
half4 _Color;
half4 _Skew;
struct Data
@@ -74,7 +74,7 @@ Shader "Carmen/Logo"
fixed4 frag(V2F i) : SV_TARGET
{
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Tint;
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color;
}
ENDCG
}
+9 -6
View File
@@ -20,7 +20,8 @@ Shader "Carmen/SDF/The Chase"
_LeftColour ("Left Colour", Color) = (1.0, 0.0, 0.0, 1.0)
_RightColour ("Right Colour", Color) = (0.0, 0.0, 1.0, 1.0)
_LineColour ("Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
_LeftLineColour ("Left Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
_RightLineColour ("Right Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
_LineThickness ("Line Thickness", float) = 0.25
}
SubShader
@@ -31,8 +32,8 @@ Shader "Carmen/SDF/The Chase"
Pass {
Cull Back
Lighting Off
ZWrite Off
ZTest Always
//ZWrite Off
//ZTest Always
CGPROGRAM
#include "UnityCG.cginc"
@@ -47,7 +48,8 @@ Shader "Carmen/SDF/The Chase"
half4 _LeftColour;
half4 _RightColour;
half4 _LineColour;
half4 _LeftLineColour;
half4 _RightLineColour;
float _LineThickness;
struct Data
@@ -95,9 +97,10 @@ Shader "Carmen/SDF/The Chase"
if (alphastep < 0.5) discard;
half linestep = step(texsample, 0.1);
half uvrange = i.uv.x % 1.0;
return lerp(
_LineColour,
lerp(_LeftColour, _RightColour, i.uv.x % 1.0),
lerp(_LeftLineColour, _RightLineColour, uvrange),
lerp(_LeftColour, _RightColour, uvrange),
linestep);
}
ENDCG
+9 -7
View File
@@ -1,4 +1,4 @@
Shader "Custom/ScreenNoise"
Shader "Custom/ScreenFill"
{
Properties
{
@@ -21,6 +21,7 @@
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
CBUFFER_START(UnityPerMaterial)
uniform float4 _Colour1;
@@ -30,28 +31,29 @@
struct Data
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct V2F
{
float4 position : SV_POSITION;
float4 screenPosition : TEXCOORD0;
float4 screenuv : TEXCOORD0;
};
V2F vert(Data v)
{
V2F o;
o.position = UnityObjectToClipPos(v.vertex);
o.screenPosition = ComputeScreenPos(o.position);
o.screenuv = ComputeScreenPos(o.position);
return o;
}
fixed4 frag(V2F i) : SV_TARGET
{
float2 textureCoordinate = (i.screenPosition.xy / i.screenPosition.w) + (_Time * 512);
float staticImage = tex2D(_MainTex, textureCoordinate).r;
return lerp(_Colour1, _Colour2, staticImage);
half2 textureCoordinate = ((i.screenuv.xy / i.screenuv.w) % 1.0) * _MainTex_ST.xy;
half coordoffset = (_MainTex_ST.zw * _Time) % 1.0;
textureCoordinate.x += coordoffset;
textureCoordinate.y += coordoffset;
return lerp(_Colour1, _Colour2, tex2D(_MainTex, textureCoordinate).r);
}
ENDCG
}