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NEW GAME - Nip in the Bud! (#9)
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float4 _MainTex_ST;
|
||||
|
||||
fixed4 _Color;
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
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float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
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float4 position : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
v2f vert(appdata v) {
|
||||
v2f o;
|
||||
o.position = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
// Add identifiers
|
||||
float2 _DoodleMaxOffset; // - How far the UV can be distorted
|
||||
float _DoodleFrameTime; // - How long does a frame last
|
||||
int _DoodleFrameCount; // - How many frames per animation
|
||||
float2 _DoodleNoiseScale; // - How noisy should the effect be
|
||||
|
||||
fixed4 frag(v2f i) : SV_TARGET{
|
||||
|
||||
// Add doodle code
|
||||
float2 offset = 0.0;
|
||||
offset = DoodleTextureOffset(i.uv, _DoodleMaxOffset, _Time.y, _DoodleFrameTime, _DoodleFrameCount,_DoodleNoiseScale);
|
||||
|
||||
fixed4 col = tex2D(_MainTex, i.uv + offset);
|
||||
col *= _Color;
|
||||
return col;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/DoodleShader/GPU-Doodle/DoodleShader.shader.meta
Normal file
9
Assets/DoodleShader/GPU-Doodle/DoodleShader.shader.meta
Normal file
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 153cde640f100d547bd9c14c9a990f2c
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31
Assets/DoodleShader/GPU-Doodle/DoodleText.cs
Normal file
31
Assets/DoodleShader/GPU-Doodle/DoodleText.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class DoodleText : MonoBehaviour
|
||||
{
|
||||
public Material mat; // - Target material
|
||||
|
||||
public Vector4 DoodleMaxOffset; // - How far the UV can be distorted
|
||||
public float DoodleFrameTime; // - How long does a frame last
|
||||
public int DoodleFrameCount; // - How many frames per animation
|
||||
public Vector4 DoodleNoiseScale; // - How noisy should the effect be
|
||||
|
||||
public bool DoodleOn; // - Toggle doodle effect
|
||||
|
||||
void Update()
|
||||
{
|
||||
SetAll();
|
||||
}
|
||||
|
||||
public void SetAll()
|
||||
{
|
||||
mat.SetVector("_DoodleMaxOffset", DoodleMaxOffset);
|
||||
mat.SetFloat("_DoodleFrameTime", DoodleFrameTime);
|
||||
mat.SetInt("_DoodleFrameCount", DoodleFrameCount);
|
||||
mat.SetVector("_DoodleNoiseScale", DoodleNoiseScale);
|
||||
|
||||
if (DoodleOn)
|
||||
Shader.EnableKeyword("DOODLE_ON");
|
||||
else
|
||||
Shader.DisableKeyword("DOODLE_ON");
|
||||
}
|
||||
}
|
11
Assets/DoodleShader/GPU-Doodle/DoodleText.cs.meta
Normal file
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Assets/DoodleShader/GPU-Doodle/DoodleText.cs.meta
Normal file
|
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68
Assets/DoodleShader/GPU-Doodle/Transparent.mat
Normal file
68
Assets/DoodleShader/GPU-Doodle/Transparent.mat
Normal file
|
@ -0,0 +1,68 @@
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%YAML 1.1
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8
Assets/DoodleShader/GPU-Doodle/Transparent.mat.meta
Normal file
8
Assets/DoodleShader/GPU-Doodle/Transparent.mat.meta
Normal file
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@ -0,0 +1,8 @@
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52
Assets/DoodleShader/GPU-Doodle/Transparent.shader
Normal file
52
Assets/DoodleShader/GPU-Doodle/Transparent.shader
Normal file
|
@ -0,0 +1,52 @@
|
|||
Shader "Transparency"{
|
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Properties{
|
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_Color("Tint", Color) = (0, 0, 0, 1)
|
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_MainTex("Texture", 2D) = "white" {}
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}
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SubShader{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent"}
|
||||
|
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Blend SrcAlpha OneMinusSrcAlpha // traditional transparency
|
||||
ZWrite off
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Pass{
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CGPROGRAM
|
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(appdata v) {
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v2f o;
|
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o.position = UnityObjectToClipPos(v.vertex);
|
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
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}
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|
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fixed4 frag(v2f i) : SV_TARGET{
|
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fixed4 col = tex2D(_MainTex, i.uv);
|
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col *= _Color;
|
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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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}
|
9
Assets/DoodleShader/GPU-Doodle/Transparent.shader.meta
Normal file
9
Assets/DoodleShader/GPU-Doodle/Transparent.shader.meta
Normal file
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29
Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc
Normal file
29
Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc
Normal file
|
@ -0,0 +1,29 @@
|
|||
float random(float2 seed)
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{
|
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return frac(sin(dot(seed.xy, float2(12.9898, 78.233))) * 43758.5453123);
|
||||
}
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|
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float noise(float2 seed)
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{
|
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float2 i = floor(seed);
|
||||
float2 f = frac(seed);
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|
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float a = random(i);
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float b = random(i + float2(1.0f, 0.0f));
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float c = random(i + float2(0.0f, 1.0f));
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float d = random(i + float2(1.0f, 1.0f));
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float2 u = f* f * (3.0f - 2.0f * f);
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|
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return lerp(a, b, u.x) + (c - a) * u.y * (1.0f - u.x) + (d - b) * u.x * u.y;
|
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}
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||||
|
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float2 DoodleTextureOffset(float2 textureCoords, float2 maxOffset, float time, float frameTime, int frameCount, float2 noiseScale)
|
||||
{
|
||||
float timeValue = (floor(time / frameTime) % frameCount) + 1;
|
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float2 offset = 0;
|
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float2 coordsPlusTime = (textureCoords + timeValue);
|
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offset.x = (noise(coordsPlusTime * noiseScale.x) * 2.0 - 1.0) * maxOffset.x;
|
||||
offset.y = (noise(coordsPlusTime * noiseScale.y) * 2.0 - 1.0) * maxOffset.y;
|
||||
return offset;
|
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}
|
9
Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc.meta
Normal file
9
Assets/DoodleShader/GPU-Doodle/UtilsCG.cginc.meta
Normal file
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Assets/DoodleShader/Images.meta
Normal file
8
Assets/DoodleShader/Images.meta
Normal file
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Assets/DoodleShader/Images/Bob.png
Normal file
BIN
Assets/DoodleShader/Images/Bob.png
Normal file
Binary file not shown.
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Assets/DoodleShader/Images/Bob.png.meta
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Assets/DoodleShader/Images/Bob.png.meta
Normal file
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