- Added a position marker for the winning player in round 2. - Added borders and a blinking lightning bolt icon for the jail call overlay. - Enlarged the location board by 20%. - Do It Rockapella camera animation now starts much more zoomed in.
72 lines
1.4 KiB
Plaintext
72 lines
1.4 KiB
Plaintext
// 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/UVGradient"
|
|
{
|
|
Properties
|
|
{
|
|
_TopColour ("Top Colour", Color) = (1,1,1,1)
|
|
_BottomColour ("Bottom Colour", Color) = (0,0,0,1)
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Opaque" }
|
|
LOD 200
|
|
|
|
Pass {
|
|
Cull Back
|
|
|
|
CGPROGRAM
|
|
#include "UnityCG.cginc"
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
sampler2D _MainTex;
|
|
float4 _MainTex_ST;
|
|
fixed4 _TopColour;
|
|
fixed4 _BottomColour;
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
uniform float4 _Emission;
|
|
CBUFFER_END
|
|
|
|
struct Data
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
fixed4 colour : COLOR0;
|
|
};
|
|
|
|
struct V2F
|
|
{
|
|
float2 uv : TEXCOORD0;
|
|
float4 position : SV_POSITION;
|
|
fixed4 colour : COLOR0;
|
|
};
|
|
|
|
|
|
V2F vert(Data v)
|
|
{
|
|
V2F o;
|
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
|
o.position = UnityObjectToClipPos(v.vertex);
|
|
o.colour = v.colour;
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag(V2F i) : SV_TARGET
|
|
{
|
|
return fixed4(lerp(_BottomColour.rgb, _TopColour.rgb, i.uv.y).rgb, 1.0);
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
|
|
FallBack "VRChat/Mobile/Standard Lite"
|
|
}
|