- 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:
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Shader "SFHologram/HologramShader"
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{
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Properties
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{
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// General
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_Brightness("Brightness", Range(0.1, 6.0)) = 3.0
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_Alpha ("Alpha", Range (0.0, 1.0)) = 1.0
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_Direction ("Direction", Vector) = (0,1,0,0)
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// Main Color
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_MainTex ("MainTexture", 2D) = "white" {}
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_MainColor ("MainColor", Color) = (1,1,1,1)
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// Rim/Fresnel
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_RimColor ("Rim Color", Color) = (1,1,1,1)
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_RimPower ("Rim Power", Range(0.1, 10)) = 5.0
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// Scanline
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_ScanTiling ("Scan Tiling", Range(0.01, 10.0)) = 0.05
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_ScanSpeed ("Scan Speed", Range(-2.0, 2.0)) = 1.0
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// Glow
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_GlowTiling ("Glow Tiling", Range(0.01, 1.0)) = 0.05
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_GlowSpeed ("Glow Speed", Range(-10.0, 10.0)) = 1.0
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// Glitch
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_GlitchSpeed ("Glitch Speed", Range(0, 50)) = 1.0
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_GlitchIntensity ("Glitch Intensity", Float) = 0
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// Alpha Flicker
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_FlickerTex ("Flicker Control Texture", 2D) = "white" {}
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_FlickerSpeed ("Flicker Speed", Range(0.01, 100)) = 1.0
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// Settings
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[HideInInspector] _Fold("__fld", Float) = 1.0
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 100
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ColorMask RGB
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Cull Back
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Pass
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{
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CGPROGRAM
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#pragma shader_feature _SCAN_ON
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#pragma shader_feature _GLOW_ON
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#pragma shader_feature _GLITCH_ON
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 worldVertex : TEXCOORD1;
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float3 viewDir : TEXCOORD2;
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float3 worldNormal : NORMAL;
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};
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sampler2D _MainTex;
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sampler2D _FlickerTex;
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float4 _Direction;
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float4 _MainTex_ST;
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float4 _MainColor;
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float4 _RimColor;
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float _RimPower;
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float _GlitchSpeed;
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float _GlitchIntensity;
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float _Brightness;
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float _Alpha;
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float _ScanTiling;
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float _ScanSpeed;
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float _GlowTiling;
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float _GlowSpeed;
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float _FlickerSpeed;
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v2f vert (appdata v)
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{
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v2f o;
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// Glitches
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#if _GLITCH_ON
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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)));
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#endif
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.worldVertex = mul(unity_ObjectToWorld, v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.viewDir = normalize(UnityWorldSpaceViewDir(o.worldVertex.xyz));
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 texColor = tex2D(_MainTex, i.uv);
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half dirVertex = (dot(i.worldVertex, normalize(float4(_Direction.xyz, 1.0))) + 1) / 2;
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// Scanlines
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float scan = 0.0;
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#ifdef _SCAN_ON
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scan = step(frac(dirVertex * _ScanTiling + _Time.w * _ScanSpeed), 0.5) * 0.65;
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#endif
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// Glow
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float glow = 0.0;
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#ifdef _GLOW_ON
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glow = frac(dirVertex * _GlowTiling - _Time.x * _GlowSpeed);
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#endif
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// Flicker
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fixed4 flicker = tex2D(_FlickerTex, _Time * _FlickerSpeed);
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// Rim Light
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half rim = 1.0-saturate(dot(i.viewDir, i.worldNormal));
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fixed4 rimColor = _RimColor * pow (rim, _RimPower);
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fixed4 col = texColor * _MainColor + (glow * 0.35 * _MainColor) + rimColor;
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col.a = texColor.a * _Alpha * (scan + rim + glow) * flicker;
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col.rgb *= _Brightness;
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return col;
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}
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ENDCG
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}
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}
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CustomEditor "HologramShaderGUI"
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}
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fileFormatVersion: 2
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guid: 29fed12d8547e354e90be987488147c1
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timeCreated: 1502942856
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licenseType: Free
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2017 Andy Duboc
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 41d69a9535e521d41beaea5c111bdd49
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,21 @@
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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 :
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Hologram [](http://mit-license.org) [](https://www.paypal.me/andyduboc/5usd)
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==========
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Hologram is a simple shader made in Unity.<br>
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This package is composed of a shader and a custom material editor to tweak the effect.
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Material
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-------
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It is a composition of multiples effects, you can toggle it directly from this inspector:
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License
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-------
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MIT, see [LICENSE](LICENSE) for details.
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 07be2b655bc05c540afa13d7f56498b9
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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