- Added placeholders for the remaining static Wanted posters.
- Reworked credits display to be more efficient and easy to edit. - Renamed the Wood shader to a more appropriate and genericised name. - Reorganised static Wanted posters into their own folder.
This commit is contained in:
@@ -4,7 +4,7 @@
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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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Shader "Carmen/Wood"
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Shader "Carmen/Bicolour Noise"
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{
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Properties
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{
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@@ -3,6 +3,8 @@
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Properties
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{
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_MainTex ("Portrait", 2D) = "white" {}
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_Text ("Portrait Text", 2D) = "white" {}
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_TextAlpha ("Portrait Text Alpha", 2D) = "white" {}
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}
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SubShader
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{
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@@ -15,6 +17,8 @@
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//#pragma fragment frag
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UNITY_DECLARE_TEX2D(_MainTex);
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UNITY_DECLARE_TEX2D(_Text);
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UNITY_DECLARE_TEX2D(_TextAlpha);
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// struct Data
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@@ -32,6 +36,8 @@
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_Text;
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float2 uv_TextAlpha;
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};
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@@ -50,7 +56,15 @@
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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o.Albedo = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).rgb;
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float3 MainColour = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex);
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float Text = UNITY_SAMPLE_TEX2D(_Text, IN.uv_MainTex).r;
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float TextAlpha = UNITY_SAMPLE_TEX2D(_TextAlpha, IN.uv_MainTex).r;
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float3 TextColourMix = lerp(float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0), TextAlpha - Text);
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float3 ImageMix = lerp(MainColour, TextColourMix, TextAlpha);
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o.Albedo = ImageMix;//lerp(MainColour, float3(0.0, 0.0, 0.0), TextAlpha - Text);
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//o.Albedo = UNITY_SAMPLE_TEX2D(_Text, IN.uv_MainTex).r;
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}
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ENDCG
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}
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@@ -1,4 +1,4 @@
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Shader "Custom/ScreenFill"
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Shader "Custom/ScreenNoise"
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{
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Properties
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{
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