- 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:
@@ -14,7 +14,7 @@ Shader "Carmen/Logo"
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Properties
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{
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_MainTex ("Logo Image", 2D) = "white" {}
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_Tint ("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
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_Color ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
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[ShowAsVector2] _Skew ("Scale And Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
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}
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@@ -38,7 +38,7 @@ Shader "Carmen/Logo"
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UNITY_DECLARE_TEX2D(_MainTex);
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UNITY_DECLARE_TEX2D(_FadeMask);
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half4 _Tint;
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half4 _Color;
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half4 _Skew;
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struct Data
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@@ -74,7 +74,7 @@ Shader "Carmen/Logo"
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fixed4 frag(V2F i) : SV_TARGET
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{
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return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Tint;
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return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color;
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}
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ENDCG
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}
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@@ -20,7 +20,8 @@ Shader "Carmen/SDF/The Chase"
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_LeftColour ("Left Colour", Color) = (1.0, 0.0, 0.0, 1.0)
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_RightColour ("Right Colour", Color) = (0.0, 0.0, 1.0, 1.0)
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_LineColour ("Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
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_LeftLineColour ("Left Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
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_RightLineColour ("Right Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
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_LineThickness ("Line Thickness", float) = 0.25
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}
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SubShader
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@@ -31,8 +32,8 @@ Shader "Carmen/SDF/The Chase"
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Pass {
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Cull Back
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Lighting Off
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ZWrite Off
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ZTest Always
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//ZWrite Off
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//ZTest Always
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CGPROGRAM
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#include "UnityCG.cginc"
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@@ -47,7 +48,8 @@ Shader "Carmen/SDF/The Chase"
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half4 _LeftColour;
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half4 _RightColour;
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half4 _LineColour;
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half4 _LeftLineColour;
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half4 _RightLineColour;
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float _LineThickness;
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struct Data
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@@ -95,9 +97,10 @@ Shader "Carmen/SDF/The Chase"
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if (alphastep < 0.5) discard;
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half linestep = step(texsample, 0.1);
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half uvrange = i.uv.x % 1.0;
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return lerp(
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_LineColour,
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lerp(_LeftColour, _RightColour, i.uv.x % 1.0),
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lerp(_LeftLineColour, _RightLineColour, uvrange),
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lerp(_LeftColour, _RightColour, uvrange),
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linestep);
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}
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ENDCG
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@@ -1,4 +1,4 @@
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Shader "Custom/ScreenNoise"
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Shader "Custom/ScreenFill"
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{
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Properties
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{
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@@ -21,6 +21,7 @@
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#pragma fragment frag
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sampler2D _MainTex;
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float4 _MainTex_ST;
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CBUFFER_START(UnityPerMaterial)
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uniform float4 _Colour1;
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@@ -30,28 +31,29 @@
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struct Data
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct V2F
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{
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float4 position : SV_POSITION;
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float4 screenPosition : TEXCOORD0;
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float4 screenuv : TEXCOORD0;
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};
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V2F vert(Data v)
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{
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V2F o;
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o.position = UnityObjectToClipPos(v.vertex);
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o.screenPosition = ComputeScreenPos(o.position);
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o.screenuv = ComputeScreenPos(o.position);
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return o;
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}
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fixed4 frag(V2F i) : SV_TARGET
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{
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float2 textureCoordinate = (i.screenPosition.xy / i.screenPosition.w) + (_Time * 512);
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float staticImage = tex2D(_MainTex, textureCoordinate).r;
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return lerp(_Colour1, _Colour2, staticImage);
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half2 textureCoordinate = ((i.screenuv.xy / i.screenuv.w) % 1.0) * _MainTex_ST.xy;
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half coordoffset = (_MainTex_ST.zw * _Time) % 1.0;
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textureCoordinate.x += coordoffset;
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textureCoordinate.y += coordoffset;
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return lerp(_Colour1, _Colour2, tex2D(_MainTex, textureCoordinate).r);
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}
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ENDCG
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}
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