- Added a UI render texture material that has standard depth sorting.
- On-set newspaper display in round 3 no longer renders over everything.
This commit is contained in:
+47
-34
@@ -1,51 +1,64 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Simplified Diffuse shader. Differences from regular Diffuse one:
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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/Decal"
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Shader "Carmen/Decal"
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{
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Properties
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{
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Properties
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{
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_MainTex ("Decal", 2D) = "white" {}
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_Colour ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" }
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LOD 200
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_Colour ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
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_Metallic ("Metallic", Range(0.0, 1.0)) = 0.0
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_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.0
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Cull Back
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Blend SrcAlpha OneMinusSrcAlpha
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[NoScaleOffset] _DetailTex ("Detail Albedo", 2D) = "grey" {}
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_DetailNormal ("Detail Normal", 2D) = "bump" {}
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}
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SubShader
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{
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Tags { "Queue"="Overlay" "RenderType"="Fade" "CanUseSpriteAtlas"="True" }
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LOD 200
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Cull Back
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Blend SrcAlpha OneMinusSrcAlpha
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Offset -1, -1
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CGPROGRAM
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#include "UnityCG.cginc"
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma target 4.5
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#pragma surface surf Standard
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UNITY_DECLARE_TEX2D(_MainTex);
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#pragma surface surf Standard alpha:fade
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_DetailTex;
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float2 uv_DetailNormal;
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};
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half4 _Colour;
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UNITY_DECLARE_TEX2D(_MainTex);
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half4 _Colour;
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half _Metallic;
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half _Smoothness;
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UNITY_DECLARE_TEX2D(_DetailTex);
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UNITY_DECLARE_TEX2D(_DetailNormal);
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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half4 TexSample = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex);
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o.Albedo = TexSample.rgb * _Colour;
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o.Alpha = TexSample.a;
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half4 TexSample = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex);
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o.Albedo = TexSample.rgb;
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//o.Albedo *= UNITY_SAMPLE_TEX2D(_DetailTex, IN.uv_DetailNormal).rgb * 2.0;
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o.Albedo *= _Colour;
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o.Alpha = TexSample.a * _Colour.a;
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o.Metallic = _Metallic;
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o.Smoothness = _Smoothness;
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o.Normal = UnpackNormal(UNITY_SAMPLE_TEX2D(_DetailNormal, IN.uv_DetailNormal));
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}
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ENDCG
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}
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FallBack "Diffuse"
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ENDCG
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}
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FallBack "Diffuse"
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}
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@@ -0,0 +1,61 @@
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Shader "Carmen/Render Texture UI/Always On Top"
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{
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Properties
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{
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_MainTex ("Logo Image", 2D) = "white" {}
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_Color ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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Tags { "Queue"="Overlay" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" }
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LOD 200
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Pass {
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Cull Back
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest Always
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma target 4.5
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#pragma vertex vert
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#pragma fragment frag
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UNITY_DECLARE_TEX2D(_MainTex);
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float4 _MainTex_ST;
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half4 _Color;
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struct Data
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct V2F
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{
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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V2F vert(Data v)
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{
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V2F o;
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o.position = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(V2F i) : SV_TARGET
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{
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return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Color;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 213afe80d5f1c374ea290e02120114e4
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,15 +1,4 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Simplified Diffuse shader. Differences from regular Diffuse one:
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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/Render Texture UI"
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Shader "Carmen/Render Texture UI/Standard"
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{
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Properties
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{
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@@ -25,8 +14,6 @@ Shader "Carmen/Render Texture UI"
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Cull Back
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest Always
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CGPROGRAM
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#include "UnityCG.cginc"
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@@ -38,6 +25,7 @@ Shader "Carmen/Render Texture UI"
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float4 _MainTex_ST;
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half4 _Color;
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struct Data
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{
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float4 vertex : POSITION;
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@@ -50,6 +38,7 @@ Shader "Carmen/Render Texture UI"
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float2 uv : TEXCOORD0;
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};
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V2F vert(Data v)
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{
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V2F o;
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