- Added a mural behind the round 1 window. - Added details to the news stand. - Added a small amount of glossiness to the paint materials. - Reshaped the outdoor stairs for the round 1 room. - Renamed some shaders. - Reduced resolution of floor map SDF textures. - Removed mipmaps from the floor map colour textures.
52 lines
1.3 KiB
Plaintext
52 lines
1.3 KiB
Plaintext
// 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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{
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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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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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#pragma target 4.5
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#pragma surface surf Standard
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UNITY_DECLARE_TEX2D(_MainTex);
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struct Input
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{
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float2 uv_MainTex;
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};
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half4 _Colour;
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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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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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