CarmenSandiego/Assets/Shaders/UVGlow.shader
Jamie Greunbaum 874dc94cfa - Marker lamps glow much brighter now.
- Added a live indicator lamp over the door to the camera room.
- All set walls are now proper models and not just stretched cubes.
- Tweaked glow effect on clue screen.
- Removed post processing filter on the video capture camera.
- Lightmaps updated to pack lighting data more efficiently.
2025-12-16 14:47:57 -05:00

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// 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/UVGlow"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass {
Cull Off
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
CBUFFER_START(UnityPerMaterial)
uniform float4 _Emission;
CBUFFER_END
struct Data
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct V2F
{
float2 uv : TEXCOORD0;
float4 position : SV_POSITION;
};
float3 Hue(float H)
{
return saturate(
float3(abs(H * 6 - 3) - 1,
2 - abs(H * 6 - 2),
2 - abs(H * 6 - 4)));
}
float4 HSVtoRGB(in float3 HSV)
{
return float4(((Hue(HSV.x) - 1) * HSV.y + 1) * HSV.z, 1);
}
V2F vert(Data v)
{
V2F o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.position = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(V2F i) : SV_TARGET
{
return HSVtoRGB(float3(i.uv.x, 1.0, 1.0)) * (i.uv.y * 30.0);
}
ENDCG
}
}
FallBack "VRChat/Mobile/Standard Lite"
}