- Added a title animation for The Chase.
- Lightning Round SFX no longer play in nested NetworkEventTarget.All function.
This commit is contained in:
@@ -0,0 +1,84 @@
|
||||
// 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/Logo"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Logo Image", 2D) = "white" {}
|
||||
_Tint ("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
|
||||
|
||||
[ShowAsVector2] _Skew ("Scale And Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
|
||||
}
|
||||
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);
|
||||
UNITY_DECLARE_TEX2D(_FadeMask);
|
||||
half4 _Tint;
|
||||
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;
|
||||
|
||||
// Skew and scale as needed
|
||||
float4x4 skewmatrix = float4x4(
|
||||
1.0, _Skew.x, 0.0, 0.0,
|
||||
_Skew.y, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
o.position = mul(skewmatrix, v.vertex);
|
||||
o.position = UnityObjectToClipPos(o.position);
|
||||
|
||||
o.uv = v.uv;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(V2F i) : SV_TARGET
|
||||
{
|
||||
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Tint;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f2fef445ad9ee8141a02c08e2c7dbcb4
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,108 @@
|
||||
// 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/The Chase"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("SDF", 2D) = "white" {}
|
||||
|
||||
[ShowAsVector2] _Skew ("Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
|
||||
|
||||
_LeftColour ("Left Colour", Color) = (1.0, 0.0, 0.0, 1.0)
|
||||
_RightColour ("Right Colour", Color) = (0.0, 0.0, 1.0, 1.0)
|
||||
|
||||
_LineColour ("Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
|
||||
_LineThickness ("Line Thickness", float) = 0.25
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Overlay" "RenderType"="Opaque" "CanUseSpriteAtlas"="True" }
|
||||
LOD 200
|
||||
|
||||
Pass {
|
||||
Cull Back
|
||||
Lighting Off
|
||||
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 _Skew;
|
||||
half4 _LeftColour;
|
||||
half4 _RightColour;
|
||||
|
||||
half4 _LineColour;
|
||||
float _LineThickness;
|
||||
|
||||
struct Data
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct V2F
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
V2F vert(Data v)
|
||||
{
|
||||
V2F o;
|
||||
|
||||
// Skew and scale as needed
|
||||
float4x4 skewmatrix = float4x4(
|
||||
1.0, _Skew.x, 0.0, 0.0,
|
||||
_Skew.y, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
o.position = mul(skewmatrix, v.vertex);
|
||||
o.position = mul(UNITY_MATRIX_P,
|
||||
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
|
||||
+ float4(o.position.x, o.position.y, 0.0, 0.0)
|
||||
* float4(
|
||||
length(unity_ObjectToWorld._m00_m10_m20),
|
||||
length(unity_ObjectToWorld._m01_m11_m21),
|
||||
1.0, 1.0));
|
||||
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(V2F i) : SV_TARGET
|
||||
{
|
||||
half texsample = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).r;
|
||||
|
||||
half alphastep = step(texsample, _LineThickness);
|
||||
if (alphastep < 0.5) discard;
|
||||
|
||||
half linestep = step(texsample, 0.1);
|
||||
return lerp(
|
||||
_LineColour,
|
||||
lerp(_LeftColour, _RightColour, i.uv.x % 1.0),
|
||||
linestep);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 711e6a67331da5444bcf21d31844afaa
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user