- Lightning strike animations are now fully working.
- Added an alternate spawn marker, since it was needed for testing anyway. - Round 1 podium name placard now has baked shading. - Fixed umbrella model's blend shape normals. - Removed a lot of unnecessary materials and textures. - KNOWN ISSUE: Winner camera in round 2 no longer follows winner. Again.
@ -60,7 +60,9 @@
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97
Assets/Shaders/NoiseParticle.shader
Normal file
@ -0,0 +1,97 @@
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|||||||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
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|
|
||||||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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|
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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|
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|
// Simplified Diffuse shader. Differences from regular Diffuse one:
|
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|
// - no Main Color
|
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|
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
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|
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||||||
|
|
||||||
|
Shader "Carmen/Noise Particle"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_MainTex ("Noise", 2D) = "white" {}
|
||||||
|
_Color ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||||
|
|
||||||
|
_MaskWobble ("Mask", 2D) = "white" {}
|
||||||
|
_MaskFadePower ("Fade Power", Range(0.1, 5.0)) = 1.0
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|
_MaskWobbleAmount ("Wobble Amount", Range(0.0, 1.0)) = 1.0
|
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|
}
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|
SubShader
|
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|
{
|
||||||
|
Tags { "Queue"="Transparent" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" }
|
||||||
|
LOD 200
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
Cull Back
|
||||||
|
Lighting Off
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#pragma target 4.5
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma shader_feature _VERTEX_COLORS
|
||||||
|
|
||||||
|
UNITY_DECLARE_TEX2D(_MainTex);
|
||||||
|
fixed4 _MainTex_ST;
|
||||||
|
half4 _Color;
|
||||||
|
|
||||||
|
UNITY_DECLARE_TEX2D(_MaskWobble);
|
||||||
|
fixed4 _MaskWobble_ST;
|
||||||
|
half _MaskFadePower;
|
||||||
|
half _MaskWobbleAmount;
|
||||||
|
|
||||||
|
struct Data
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float4 vertex_colour : COLOR;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float2 uv_mask : TEXCOORD1;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct V2F
|
||||||
|
{
|
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|
float4 position : SV_POSITION;
|
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|
float4 vertex_colour : VAR_COLOR;
|
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|
float2 uv : TEXCOORD0;
|
||||||
|
float2 uv_mask : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
V2F vert(Data v)
|
||||||
|
{
|
||||||
|
V2F o;
|
||||||
|
o.position = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||||
|
|
||||||
|
o.uv_mask = TRANSFORM_TEX(v.uv_mask, _MaskWobble);
|
||||||
|
|
||||||
|
o.vertex_colour = v.vertex_colour;
|
||||||
|
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag(V2F i) : SV_TARGET
|
||||||
|
{
|
||||||
|
half3 colour = UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color;
|
||||||
|
half mask_wobble = UNITY_SAMPLE_TEX2D(_MaskWobble, i.uv_mask);
|
||||||
|
|
||||||
|
half mask = pow(1.0 - (distance(i.uv / _MainTex_ST.rg, half2(0.5, 0.5)) * 2.0), _MaskFadePower);
|
||||||
|
mask += ((mask_wobble - 0.5) * 2.0) * _MaskWobbleAmount;
|
||||||
|
|
||||||
|
colour *= i.vertex_colour.rgb;
|
||||||
|
mask *= i.vertex_colour.a;
|
||||||
|
|
||||||
|
return fixed4(saturate(colour).rgb, saturate(mask).r);
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
FallBack "Diffuse"
|
||||||
|
}
|
||||||
|
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||||||