Jamie Greunbaum c11a39d065 - Added markers to show players where to stand during round 2.
- Added a brick material and lined the walls of the alleyway with it.
- Added a concrete walkway to the alleyway.
- Map dots, map borders, and The Chase title are all now anti-aliased.
- Improved the look of the concrete material.
- Wood textures no longer use a transparency render queue.
2026-03-27 04:15:15 -04:00

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Shader "Carmen/Brick"
{
Properties
{
_MainTex ("Colour", 2D) = "white" {}
_NormalTex ("Normal", 2D) = "bump" {}
_AOTex ("Ambient Occlusion", 2D) = "white" {}
_DetailTex ("Detail Colour", 2D) = "gray" {}
_DetailNormal ("Detail Normal", 2D) = "bump" {}
_DetailIntensity ("Detail Intensity", Range(0.0, 1.0)) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
float2 uv_NormalTex;
float2 uv_AOTex;
float2 uv_DetailTex;
float2 uv_DetailNormal;
};
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_TEX2D(_NormalTex);
UNITY_DECLARE_TEX2D(_AOTex);
UNITY_DECLARE_TEX2D(_DetailTex);
UNITY_DECLARE_TEX2D(_DetailNormal);
half _DetailIntensity;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).rgb;
o.Albedo *= UNITY_SAMPLE_TEX2D(_AOTex, IN.uv_MainTex).r;
o.Albedo *= saturate((UNITY_SAMPLE_TEX2D(_DetailTex, IN.uv_DetailTex).rgb * 2.0) * _DetailIntensity);
half3 normaltex = UnpackNormal(UNITY_SAMPLE_TEX2D(_NormalTex, IN.uv_NormalTex));
half3 normaldetail = UnpackNormal(UNITY_SAMPLE_TEX2D(_DetailNormal, IN.uv_DetailNormal));
o.Normal = normalize(half3(normaltex.xy + normaldetail.xy, normaltex.z));
}
ENDCG
}
Fallback "VRChat/Mobile/Standard Lite"
}