- Added a tablet spawner to let players view said camera output. - Added many more reflection probes to the alleyway to try to fill in gaps. - Moved round 2 signage around to fit in the camera view better. - Round 2 sign text changed to use SDF textures for better clarity. - Created better gizmo icons for CameraAnchor and CameraSwitcher. - Light strip on modem now uses an already-available SDF texture. - Performance mode is now the default camera mode.
68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
Shader "Carmen/SDF/Light Strip"
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{
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Properties
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{
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_MainTex ("_MainTex", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_Glow ("Glow", Range(0.0, 100.0)) = 0.0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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LOD 200
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Pass {
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#include "UnityCG.cginc"
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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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fixed4 _Color;
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half _Glow;
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struct Data
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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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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half _LineThickness = 0.05;
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half sdf_sample = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).r;
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half sdf_halfchange = (abs(ddx(sdf_sample)) + abs(ddy(sdf_sample))) / 2.0;
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half alphastep_loweredge = (1.0 - _LineThickness) - sdf_halfchange;
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half alphastep_upperedge = (1.0 - _LineThickness) + sdf_halfchange;
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half alphastep = saturate((sdf_sample - alphastep_loweredge) / (alphastep_upperedge - alphastep_loweredge));
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//half3 Tex = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).rrr;
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//if (Tex.r < 0.9) discard;
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return fixed4((_Color * (_Glow + 1.0)).rgb, alphastep.r);
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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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