- Replaced one skee-ball machine with two arcade machines.

- Added Black Horse And The Cherry Tree by KT Tunstall to the horse playlist.
- Added Buckin' My Horse by Sir Mix-A-Lot to the horse playlist.
This commit is contained in:
2026-02-11 02:58:41 -05:00
parent a7bcc5f056
commit 542e04afed
352 changed files with 45502 additions and 4988 deletions
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Shader "SFHologram/HologramShader"
{
Properties
{
// General
_Brightness("Brightness", Range(0.1, 6.0)) = 3.0
_Alpha ("Alpha", Range (0.0, 1.0)) = 1.0
_Direction ("Direction", Vector) = (0,1,0,0)
// Main Color
_MainTex ("MainTexture", 2D) = "white" {}
_MainColor ("MainColor", Color) = (1,1,1,1)
// Rim/Fresnel
_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimPower ("Rim Power", Range(0.1, 10)) = 5.0
// Scanline
_ScanTiling ("Scan Tiling", Range(0.01, 10.0)) = 0.05
_ScanSpeed ("Scan Speed", Range(-2.0, 2.0)) = 1.0
// Glow
_GlowTiling ("Glow Tiling", Range(0.01, 1.0)) = 0.05
_GlowSpeed ("Glow Speed", Range(-10.0, 10.0)) = 1.0
// Glitch
_GlitchSpeed ("Glitch Speed", Range(0, 50)) = 1.0
_GlitchIntensity ("Glitch Intensity", Float) = 0
// Alpha Flicker
_FlickerTex ("Flicker Control Texture", 2D) = "white" {}
_FlickerSpeed ("Flicker Speed", Range(0.01, 100)) = 1.0
// Settings
[HideInInspector] _Fold("__fld", Float) = 1.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
ColorMask RGB
Cull Back
Pass
{
CGPROGRAM
#pragma shader_feature _SCAN_ON
#pragma shader_feature _GLOW_ON
#pragma shader_feature _GLITCH_ON
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 worldVertex : TEXCOORD1;
float3 viewDir : TEXCOORD2;
float3 worldNormal : NORMAL;
};
sampler2D _MainTex;
sampler2D _FlickerTex;
float4 _Direction;
float4 _MainTex_ST;
float4 _MainColor;
float4 _RimColor;
float _RimPower;
float _GlitchSpeed;
float _GlitchIntensity;
float _Brightness;
float _Alpha;
float _ScanTiling;
float _ScanSpeed;
float _GlowTiling;
float _GlowSpeed;
float _FlickerSpeed;
v2f vert (appdata v)
{
v2f o;
// Glitches
#if _GLITCH_ON
v.vertex.x += _GlitchIntensity * (step(0.5, sin(_Time.y * 2.0 + v.vertex.y * 1.0)) * step(0.99, sin(_Time.y*_GlitchSpeed * 0.5)));
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldVertex = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = normalize(UnityWorldSpaceViewDir(o.worldVertex.xyz));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 texColor = tex2D(_MainTex, i.uv);
half dirVertex = (dot(i.worldVertex, normalize(float4(_Direction.xyz, 1.0))) + 1) / 2;
// Scanlines
float scan = 0.0;
#ifdef _SCAN_ON
scan = step(frac(dirVertex * _ScanTiling + _Time.w * _ScanSpeed), 0.5) * 0.65;
#endif
// Glow
float glow = 0.0;
#ifdef _GLOW_ON
glow = frac(dirVertex * _GlowTiling - _Time.x * _GlowSpeed);
#endif
// Flicker
fixed4 flicker = tex2D(_FlickerTex, _Time * _FlickerSpeed);
// Rim Light
half rim = 1.0-saturate(dot(i.viewDir, i.worldNormal));
fixed4 rimColor = _RimColor * pow (rim, _RimPower);
fixed4 col = texColor * _MainColor + (glow * 0.35 * _MainColor) + rimColor;
col.a = texColor.a * _Alpha * (scan + rim + glow) * flicker;
col.rgb *= _Brightness;
return col;
}
ENDCG
}
}
CustomEditor "HologramShaderGUI"
}
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MIT License
Copyright (c) 2017 Andy Duboc
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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This is a Hologram shader I found at this address https://github.com/andydbc/HologramShader, a copy of the original Readme file can be found bellow :
Hologram [![License](https://img.shields.io/badge/License-MIT-lightgrey.svg?style=flat)](http://mit-license.org) [![Donate](https://img.shields.io/badge/Donate-PayPal-green.svg)](https://www.paypal.me/andyduboc/5usd)
==========
Hologram is a simple shader made in Unity.<br>
This package is composed of a shader and a custom material editor to tweak the effect.
![screenshot](Screenshots/screen00.gif)
Material
-------
It is a composition of multiples effects, you can toggle it directly from this inspector:
![screenshot](http://i.imgur.com/8AWSkCZ.png)
License
-------
MIT, see [LICENSE](LICENSE) for details.
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