- 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:
2026-03-14 05:40:34 -04:00
parent bf24828b41
commit c0b9374bd6
45 changed files with 3921 additions and 461 deletions
@@ -4,7 +4,7 @@
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Carmen/Wood"
Shader "Carmen/Bicolour Noise"
{
Properties
{
+15 -1
View File
@@ -3,6 +3,8 @@
Properties
{
_MainTex ("Portrait", 2D) = "white" {}
_Text ("Portrait Text", 2D) = "white" {}
_TextAlpha ("Portrait Text Alpha", 2D) = "white" {}
}
SubShader
{
@@ -15,6 +17,8 @@
//#pragma fragment frag
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_TEX2D(_Text);
UNITY_DECLARE_TEX2D(_TextAlpha);
// struct Data
@@ -32,6 +36,8 @@
struct Input
{
float2 uv_MainTex;
float2 uv_Text;
float2 uv_TextAlpha;
};
@@ -50,7 +56,15 @@
void surf (Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).rgb;
float3 MainColour = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex);
float Text = UNITY_SAMPLE_TEX2D(_Text, IN.uv_MainTex).r;
float TextAlpha = UNITY_SAMPLE_TEX2D(_TextAlpha, IN.uv_MainTex).r;
float3 TextColourMix = lerp(float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0), TextAlpha - Text);
float3 ImageMix = lerp(MainColour, TextColourMix, TextAlpha);
o.Albedo = ImageMix;//lerp(MainColour, float3(0.0, 0.0, 0.0), TextAlpha - Text);
//o.Albedo = UNITY_SAMPLE_TEX2D(_Text, IN.uv_MainTex).r;
}
ENDCG
}
@@ -1,4 +1,4 @@
Shader "Custom/ScreenFill"
Shader "Custom/ScreenNoise"
{
Properties
{