Jamie Greunbaum 8eaef49f2e - Added game room, including pool and skee-ball.
- Moved video screen into its own separate movie tent.
- Adjusted stable post-processing volume.
- Chickens are now at full volume.
- Added button to toggle chickens off and on.
2026-02-09 03:49:54 -05:00

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// Custom shader made by Juice...
Shader "Custom/StandardScrollingEmissive" {
Properties {
[Header(Texture (UV1))]
_Color("Color", Color) = (1,1,1,1)
_MainTex("Texture", 2D) = "white" {}
[Header(Emission (UV2))]
[HDR]_EmissionColor("Color", Color) = (1,1,1,1)
_EmissionTex("Texture", 2D) = "white" {}
_EmissionBoost("Emission Boost", Range(0,5)) = 0.0
_ScrollX ("Scroll X", Range(-5,5)) = 0.0
_ScrollY ("Scroll Y", Range(-5,5)) = 0.0
[HDR][Header(Surface (UV3))]
_BumpMap("Normal", 2D) = "bump" {}
_BumpScale("Normal Scale", Float) = 1
_Glossiness("Smoothness", Range(0,1)) = 0.0
_Metallic("Metallic", Range(0,1)) = 0.0
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
}
SubShader
{
Tags {
"RenderType"="Opaque"
"Queue"="Geometry"
}
LOD 200
Cull Back
CGPROGRAM
#pragma surface surf Standard
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _EMISSION
#pragma target 3.0
#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
sampler2D _MainTex;
sampler2D _EmissionTex;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex: TEXCOORD0;
float2 uv2_EmissionTex: TEXCOORD1;
float2 uv3_BumpMap: TEXCOORD2;
};
float4 _Color;
float4 _EmissionColor;
float _EmissionBoost;
float _ScrollX;
float _ScrollY;
float _BumpScale;
float _Glossiness;
float _Metallic;
void surf (Input IN, inout SurfaceOutputStandard o)
{
float2 scrolledUV = IN.uv2_EmissionTex;
float xScrollValue = frac(_ScrollX * (_Time));
float yScrollValue = frac(_ScrollY * (_Time));
scrolledUV += float2(xScrollValue, yScrollValue);
o.Emission = tex2D(_EmissionTex, scrolledUV) * _EmissionColor * (_EmissionBoost + 1);
float3 n = UnpackScaleNormal(tex2D (_BumpMap, IN.uv3_BumpMap), _BumpScale);
o.Albedo = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Normal = n;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
}
ENDCG
}
FallBack "Standard"
}