Timer and marker counter are shown on camera during round 3.
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
Shader "Carmen/Map/Marker Lamp"
|
||||
Shader "Carmen/Marker Lamp"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
||||
@@ -0,0 +1,71 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
// Simplified Diffuse shader. Differences from regular Diffuse one:
|
||||
// - no Main Color
|
||||
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
||||
|
||||
|
||||
Shader "Carmen/Render Texture UI"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Logo Image", 2D) = "white" {}
|
||||
_Color ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Overlay" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" }
|
||||
LOD 200
|
||||
|
||||
Pass {
|
||||
Cull Back
|
||||
Lighting Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
|
||||
CGPROGRAM
|
||||
#include "UnityCG.cginc"
|
||||
#pragma target 4.5
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
UNITY_DECLARE_TEX2D(_MainTex);
|
||||
float4 _MainTex_ST;
|
||||
half4 _Color;
|
||||
half4 _Skew;
|
||||
|
||||
struct Data
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct V2F
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
V2F vert(Data v)
|
||||
{
|
||||
V2F o;
|
||||
o.position = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(V2F i) : SV_TARGET
|
||||
{
|
||||
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bdbecd808900b3a49963019f31a76291
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,100 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
// Simplified Diffuse shader. Differences from regular Diffuse one:
|
||||
// - no Main Color
|
||||
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
||||
|
||||
|
||||
Shader "Carmen/SDF/Timer"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Tint ("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
|
||||
_Crosshairs ("Crosshairs", 2D) = "white" {}
|
||||
_CrosshairsThickness ("Thickness", Range(0.0, 1.0)) = 0.5
|
||||
|
||||
_WiperProgress ("Wiper Progress", Range(0.0, 1.0)) = 1.0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" "ForceNoShadowCasting"="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
|
||||
|
||||
half4 _Tint;
|
||||
|
||||
UNITY_DECLARE_TEX2D(_Crosshairs);
|
||||
half4 _Crosshairs_ST;
|
||||
half _CrosshairsThickness;
|
||||
half _WiperProgress;
|
||||
|
||||
struct Data
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct V2F
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
V2F vert(Data v)
|
||||
{
|
||||
V2F o;
|
||||
|
||||
o.position = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _Crosshairs);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(V2F i) : SV_TARGET
|
||||
{
|
||||
half crosshairs_sample = UNITY_SAMPLE_TEX2D(_Crosshairs, i.uv).r;
|
||||
half crosshairs_halfchange = (abs(ddx(crosshairs_sample)) + abs(ddy(crosshairs_sample))) / 2.0;
|
||||
half crosshairs_loweredge = 0.5 - crosshairs_halfchange;
|
||||
half crosshairs_upperedge = 0.5 + crosshairs_halfchange;
|
||||
half crosshairs = saturate((crosshairs_sample - crosshairs_loweredge) / (crosshairs_upperedge - crosshairs_loweredge));
|
||||
|
||||
half wiper_circlemask_sample = distance(float2(0.5, 0.5), i.uv) * 1.9;
|
||||
half wiper_circlemask_halfchange = (abs(ddx(wiper_circlemask_sample)) + abs(ddy(wiper_circlemask_sample))) / 2.0;
|
||||
half wiper_circlemask_loweredge = 0.5 - wiper_circlemask_halfchange;
|
||||
half wiper_circlemask_upperedge = 0.5 + wiper_circlemask_halfchange;
|
||||
half wiper_circlemask = 1.0 - saturate((wiper_circlemask_sample - wiper_circlemask_loweredge) / (wiper_circlemask_upperedge - wiper_circlemask_loweredge));
|
||||
|
||||
half2 wiper_quadrantmask_sample = ceil((i.uv) - half2(0.5, 0.5));
|
||||
half wiper_quadrantmask = saturate(1.0 - ceil(wiper_quadrantmask_sample.g - (wiper_quadrantmask_sample.r + wiper_quadrantmask_sample.g / 2.0)));
|
||||
|
||||
half2 uvcentre = i.uv - 0.5;
|
||||
half pixelsize = ((1.0 / _ScreenParams.x) + (1.0 / _ScreenParams.y)) / 2.0;
|
||||
half wiper = smoothstep(_WiperProgress - pixelsize, _WiperProgress + pixelsize, ((atan2(uvcentre.y, uvcentre.x) / 3.141592) + 1.0) / 1.5075);
|
||||
|
||||
wiper = wiper * wiper_quadrantmask * wiper_circlemask;
|
||||
|
||||
return fixed4(_Tint.r, _Tint.g, _Tint.b, saturate(crosshairs + wiper) * _Tint.a);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 792e8f5848e022e4baecdd1f69ada66a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user