Timing display fixes (#840)

* the fix ™️

* the glow ™️
This commit is contained in:
ThePurpleAnon 2024-04-08 13:49:01 -05:00 committed by GitHub
parent 263855830f
commit 9045d1d8f1
8 changed files with 406 additions and 33 deletions

View file

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@ -6603,22 +6603,22 @@ ParticleSystem:
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@ -9488,27 +9488,27 @@ ParticleSystem:
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View file

@ -0,0 +1,99 @@
Shader "Sprites/AceStarCycle"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_GradientMap ("Color Map", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Speed ("Color Rotate Speed", Float) = 1
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
sampler2D _GradientMap;
float _Speed;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord);
float grayscale = (IN.color.r + IN.color.g + IN.color.b) / 3;
float grayscaleScrolled = (grayscale + ((_Speed / 4) * _Time.y)) % 1;
fixed4 g = tex2D (_GradientMap, grayscaleScrolled);
c = fixed4(g.r, g.g, g.b, c.a);
c.rgb *= c.a * IN.color.a;
c.a *= IN.color.a;
return c;
}
ENDCG
}
}
}

View file

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View file

@ -165,6 +165,13 @@ namespace HeavenStudio.Common
}
}
// makes the explosion smaller with less accurate inputs
if (it == OK)
{
float okScalar = 1 - (frac / 2);
it.transform.localScale = new Vector3(okScalar, okScalar, it.transform.localScale.z);
}
it.transform.position = barTransform.position + new Vector3(0, barTransform.localScale.y * y, 0);
it.GetComponent<ParticleSystem>().Play();
}