- Reworked UV mapping and materials on map marker.
- Renamed dark green plastic material to its proper name. - Adjusted host and player camera anchor far plane distances in round 3.
This commit is contained in:
parent
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@ -195,7 +195,6 @@
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|
||||||
#define DEBUG_COL(rgb) debugCol = half4(rgb, 1)
|
|
||||||
#define DEBUG_VAL(val) debugCol = half4(val, val, val, 1)
|
|
||||||
half4 debugCol = half4(0,0,0,1);
|
|
||||||
#else
|
|
||||||
#define DEBUG_COL(rgb)
|
|
||||||
#define DEBUG_VAL(val)
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#pragma target 3.0
|
|
||||||
#pragma multi_compile_fragment _ _EMISSION
|
|
||||||
#pragma multi_compile _ _DETAIL
|
|
||||||
#pragma multi_compile_fragment _ _SPECULARHIGHLIGHTS_OFF
|
|
||||||
#pragma multi_compile_fragment _ _GLOSSYREFLECTIONS_OFF
|
|
||||||
#pragma multi_compile_fragment _ _MONOSH_SPECULAR _MONOSH_NOSPECULAR
|
|
||||||
#pragma multi_compile_fragment _ _ENABLE_GEOMETRIC_SPECULAR_AA
|
|
||||||
#pragma dynamic_branch_local_fragment _ DISABLE_VERTEX_COLORING
|
|
||||||
//SDK-SYNC-IGNORE-LINE - unused variants in SDK projects - #pragma multi_compile_fragment _ FORCE_UNITY_DLDR_LIGHTMAP_ENCODING FORCE_UNITY_RGBM_LIGHTMAP_ENCODING FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING UNITY_LIGHTMAP_NONE
|
|
||||||
//#pragma multi_compile _ _BICUBIC
|
|
||||||
|
|
||||||
#if defined(LIGHTMAP_ON)
|
|
||||||
#if defined(_MONOSH_SPECULAR) || defined(_MONOSH_NOSPECULAR)
|
|
||||||
#define _MONOSH
|
|
||||||
#if defined(_MONOSH_SPECULAR)
|
|
||||||
#define _LMSPEC
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#include "/Packages/com.vrchat.base/Runtime/VRCSDK/Sample Assets/Shaders/Mobile/VRChat.cginc"
|
|
||||||
|
|
||||||
#pragma surface surf StandardVRC vertex:vert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask
|
|
||||||
#pragma skip_variants LIGHTMAP_SHADOW_MIXING
|
|
||||||
|
|
||||||
// -------------------------------------
|
|
||||||
|
|
||||||
struct Input
|
|
||||||
{
|
|
||||||
float2 texcoord0;
|
|
||||||
#ifdef _DETAIL
|
|
||||||
float2 texcoord1;
|
|
||||||
#endif
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
};
|
|
||||||
|
|
||||||
UNITY_DECLARE_TEX2D(_MainTex);
|
|
||||||
float4 _MainTex_ST;
|
|
||||||
half4 _Color;
|
|
||||||
uniform half _SDFCutoff;
|
|
||||||
|
|
||||||
uniform half _SpecularAAScreenSpaceVariance;
|
|
||||||
uniform half _SpecularAAThreshold;
|
|
||||||
|
|
||||||
#ifdef _EMISSION
|
|
||||||
UNITY_DECLARE_TEX2D(_EmissionMap);
|
|
||||||
half4 _EmissionColor;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef _DETAIL
|
|
||||||
uniform half _UVSec;
|
|
||||||
float4 _DetailAlbedoMap_ST;
|
|
||||||
UNITY_DECLARE_TEX2D(_DetailMask);
|
|
||||||
UNITY_DECLARE_TEX2D(_DetailAlbedoMap);
|
|
||||||
UNITY_DECLARE_TEX2D(_DetailNormalMap);
|
|
||||||
uniform half _DetailNormalMapScale;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
|
||||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
|
||||||
// #pragma instancing_options assumeuniformscaling
|
|
||||||
UNITY_INSTANCING_BUFFER_START(Props)
|
|
||||||
// put more per-instance properties here
|
|
||||||
UNITY_INSTANCING_BUFFER_END(Props)
|
|
||||||
|
|
||||||
// -------------------------------------
|
|
||||||
void vert(inout appdata_full v, out Input o)
|
|
||||||
{
|
|
||||||
UNITY_INITIALIZE_OUTPUT(Input,o);
|
|
||||||
o.texcoord0 = TRANSFORM_TEX(v.texcoord.xy, _MainTex); // Always source from uv0
|
|
||||||
}
|
|
||||||
|
|
||||||
void surf(Input IN, inout SurfaceOutputStandardVRC o)
|
|
||||||
{
|
|
||||||
half alphastep = step(UNITY_SAMPLE_TEX2D(_MainTex, IN.texcoord0), 0.002f);
|
|
||||||
if (alphastep < 0.5f) discard;
|
|
||||||
|
|
||||||
o.Albedo = _Color;
|
|
||||||
o.Alpha = alphastep;
|
|
||||||
|
|
||||||
o.Metallic = 0.0f;
|
|
||||||
o.Smoothness = 1.0f;
|
|
||||||
o.Normal = half3(0, 0, 1);
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
|
|
||||||
FallBack "VRChat/Mobile/Diffuse"
|
|
||||||
CustomEditor "StandardLiteShaderGUI"
|
|
||||||
}
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ee8714d3a4c72874697299893a31f79a
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -118,7 +118,7 @@ public class FloorMapMarker : UdonSharpBehaviour
|
|||||||
private void SwapLampMaterial()
|
private void SwapLampMaterial()
|
||||||
{
|
{
|
||||||
Material[] Materials = _MarkerMesh.materials;
|
Material[] Materials = _MarkerMesh.materials;
|
||||||
Materials[2] = IsLit ? _LitLampMaterial : _UnlitLampMaterial;
|
Materials[1] = IsLit ? _LitLampMaterial : _UnlitLampMaterial;
|
||||||
_MarkerMesh.materials = Materials;
|
_MarkerMesh.materials = Materials;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user