Jamie Greunbaum 15f6ccdac5 - Added a magazine rack to the alley.
- 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.
2026-03-30 01:52:53 -04:00

52 lines
1.3 KiB
Plaintext

// 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/Decal"
{
Properties
{
_MainTex ("Decal", 2D) = "white" {}
_Colour ("Colour", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" }
LOD 200
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
Offset -1, -1
CGPROGRAM
#include "UnityCG.cginc"
#pragma target 4.5
#pragma surface surf Standard
UNITY_DECLARE_TEX2D(_MainTex);
struct Input
{
float2 uv_MainTex;
};
half4 _Colour;
void surf (Input IN, inout SurfaceOutputStandard o)
{
half4 TexSample = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex);
o.Albedo = TexSample.rgb * _Colour;
o.Alpha = TexSample.a;
}
ENDCG
}
FallBack "Diffuse"
}