NEW GAME - Nip in the Bud! (#9)

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wookywok 2024-06-12 09:38:28 -05:00 committed by GitHub
parent 5f115c6b62
commit 4d60fa34fe
155 changed files with 19751 additions and 10 deletions

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Shader "GpuDoodle"{
Properties{
_Color("Tint", Color) = (0, 0, 0, 1)
_MainTex("Texture", 2D) = "white" {}
// Add properties
_DoodleMaxOffset("Doodle Max Offset", vector) = (0.005, 0.005, 0, 0)
_DoodleFrameTime("Doodle Frame Time", Float) = 0.2
_DoodleFrameCount("Doodle Frame Count", Int) = 24
_DoodleNoiseScale("Doodle Noise Scale", vector) = (35, 35, 1, 1)
}
SubShader{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite off
Pass{
CGPROGRAM
#include "UnityCG.cginc"
// Add helper file
#include "UtilsCG.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
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
}
}
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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");
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Shader.DisableKeyword("DOODLE_ON");
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Shader "Transparency"{
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_MainTex("Texture", 2D) = "white" {}
}
SubShader{
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Blend SrcAlpha OneMinusSrcAlpha // traditional transparency
ZWrite off
Pass{
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#pragma fragment frag
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
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float2 uv : TEXCOORD0;
};
struct v2f {
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
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v2f vert(appdata v) {
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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float random(float2 seed)
{
return frac(sin(dot(seed.xy, float2(12.9898, 78.233))) * 43758.5453123);
}
float noise(float2 seed)
{
float2 i = floor(seed);
float2 f = frac(seed);
float a = random(i);
float b = random(i + float2(1.0f, 0.0f));
float c = random(i + float2(0.0f, 1.0f));
float d = random(i + float2(1.0f, 1.0f));
float2 u = f* f * (3.0f - 2.0f * f);
return lerp(a, b, u.x) + (c - a) * u.y * (1.0f - u.x) + (d - b) * u.x * u.y;
}
float2 DoodleTextureOffset(float2 textureCoords, float2 maxOffset, float time, float frameTime, int frameCount, float2 noiseScale)
{
float timeValue = (floor(time / frameTime) % frameCount) + 1;
float2 offset = 0;
float2 coordsPlusTime = (textureCoords + timeValue);
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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by regular Unity support. Please direct any questions to the:'
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Read more about the shader graph here: '
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