mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-21 17:15:12 +00:00
bach
added stencil operation shaders for lockstep set default mixer snapshot to the main one (idk why it wasn't before)
This commit is contained in:
parent
45d4483765
commit
fab949c916
21 changed files with 1054 additions and 587 deletions
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||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _Tex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _ColorMask: 15
|
||||
- _Stencil: 1
|
||||
- _StencilComp: 8
|
||||
- _StencilOp: 2
|
||||
- _StencilReadMask: 255
|
||||
- _StencilWriteMask: 255
|
||||
- _UseUIAlphaClip: 1
|
||||
m_Colors:
|
||||
- _AddColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorAlpha: {r: 0.6039216, g: 0.15294118, b: 0.3764706, a: 1}
|
||||
- _ColorBravo: {r: 0.4509804, g: 0.4509804, b: 0.4509804, a: 1}
|
||||
- _ColorCharlie: {r: 1, g: 0, b: 1, a: 1}
|
||||
- _ColorDelta: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_BuildTextureStacks: []
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: de721cc1c07b6444392d239d6f8164f2
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -4,5 +4,5 @@ NativeFormatImporter:
|
|||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleName: ntrbackbeat/common
|
||||
assetBundleVariant:
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -95,7 +95,7 @@ AudioMixerController:
|
|||
- 4f0b7ddcf4e12a14c888732f2ab0fda0
|
||||
name: View
|
||||
m_CurrentViewIndex: 0
|
||||
m_TargetSnapshot: {fileID: 752586362724348005}
|
||||
m_TargetSnapshot: {fileID: 24500006}
|
||||
--- !u!243 &24300002
|
||||
AudioMixerGroupController:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
@ -201,10 +201,10 @@ namespace HeavenStudio.Games
|
|||
// rendertextures update when the slave steppers change sprites
|
||||
[SerializeField] Vector2 rtSize;
|
||||
[SerializeField] Camera cameraNear1, cameraNear2, cameraDV;
|
||||
[SerializeField] RawImage topT, topN, bottomL, bottomC, bottomR, bottomN;
|
||||
|
||||
[SerializeField] SpriteRenderer background;
|
||||
[SerializeField] Material stepperMaterial;
|
||||
[SerializeField] Material playerMaterial, stepperMaterial;
|
||||
[SerializeField] Material topNear, bottomNear, distantView;
|
||||
|
||||
[Header("Properties")]
|
||||
static List<QueuedMarch> queuedInputs = new();
|
||||
|
@ -267,12 +267,16 @@ namespace HeavenStudio.Games
|
|||
cameraNear2.targetTexture = renderTextures[1];
|
||||
cameraDV.targetTexture = renderTextures[2];
|
||||
|
||||
topT.texture = renderTextures[2];
|
||||
topN.texture = renderTextures[0];
|
||||
bottomL.texture = renderTextures[2];
|
||||
bottomC.texture = renderTextures[2];
|
||||
bottomR.texture = renderTextures[2];
|
||||
bottomN.texture = renderTextures[1];
|
||||
// topT.texture = renderTextures[2];
|
||||
// topN.texture = renderTextures[0];
|
||||
// bottomL.texture = renderTextures[2];
|
||||
// bottomC.texture = renderTextures[2];
|
||||
// bottomR.texture = renderTextures[2];
|
||||
// bottomN.texture = renderTextures[1];
|
||||
|
||||
topNear.SetTexture("_MainTex", renderTextures[0]);
|
||||
bottomNear.SetTexture("_MainTex", renderTextures[1]);
|
||||
distantView.SetTexture("_MainTex", renderTextures[2]);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
|
@ -347,6 +351,10 @@ namespace HeavenStudio.Games
|
|||
stepperMaterial.SetColor("_ColorBravo", stepperDark);
|
||||
stepperMaterial.SetColor("_ColorDelta", stepperLight);
|
||||
|
||||
playerMaterial.SetColor("_ColorAlpha", stepperOut);
|
||||
playerMaterial.SetColor("_ColorBravo", stepperDark);
|
||||
playerMaterial.SetColor("_ColorDelta", stepperLight);
|
||||
|
||||
EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
|
||||
|
||||
|
@ -772,7 +780,10 @@ namespace HeavenStudio.Games
|
|||
private void MissOn(PlayerActionEvent caller)
|
||||
{
|
||||
if (currentMissStage == HowMissed.MissedOn) return;
|
||||
if (stepswitcherPlayer is not null)
|
||||
{
|
||||
stepswitcherPlayer?.Play("OnbeatMiss", 0, 0);
|
||||
}
|
||||
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
||||
currentMissStage = HowMissed.MissedOn;
|
||||
}
|
||||
|
@ -780,7 +791,10 @@ namespace HeavenStudio.Games
|
|||
private void MissOff(PlayerActionEvent caller)
|
||||
{
|
||||
if (currentMissStage == HowMissed.MissedOff) return;
|
||||
if (stepswitcherPlayer is not null)
|
||||
{
|
||||
stepswitcherPlayer?.Play("OffbeatMiss", 0, 0);
|
||||
}
|
||||
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
||||
currentMissStage = HowMissed.MissedOff;
|
||||
}
|
||||
|
@ -816,6 +830,10 @@ namespace HeavenStudio.Games
|
|||
stepperMaterial.SetColor("_ColorAlpha", outlineColor);
|
||||
stepperMaterial.SetColor("_ColorBravo", darkColor);
|
||||
stepperMaterial.SetColor("_ColorDelta", lightColor);
|
||||
|
||||
playerMaterial.SetColor("_ColorAlpha", outlineColor);
|
||||
playerMaterial.SetColor("_ColorBravo", darkColor);
|
||||
playerMaterial.SetColor("_ColorDelta", lightColor);
|
||||
}
|
||||
|
||||
public void Nothing(PlayerActionEvent caller) {}
|
||||
|
|
8
Assets/Shaders/Stencil.meta
Normal file
8
Assets/Shaders/Stencil.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 08d6554125784be45898da3abecebe95
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
68
Assets/Shaders/Stencil/CopyAlpha.shader
Normal file
68
Assets/Shaders/Stencil/CopyAlpha.shader
Normal file
|
@ -0,0 +1,68 @@
|
|||
Shader "Custom/Copy Alpha"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent+2"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref 1
|
||||
Comp equal
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.texcoord);
|
||||
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
10
Assets/Shaders/Stencil/CopyAlpha.shader.meta
Normal file
10
Assets/Shaders/Stencil/CopyAlpha.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cb054fcfa63e9a14688d9ae2b8fa43de
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
74
Assets/Shaders/Stencil/SetAlpha.shader
Normal file
74
Assets/Shaders/Stencil/SetAlpha.shader
Normal file
|
@ -0,0 +1,74 @@
|
|||
Shader "Custom/Set Alpha"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent+1"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref 1
|
||||
Comp always
|
||||
Pass replace
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_MainTex, i.texcoord);
|
||||
|
||||
clip (col.a - 0.001);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
10
Assets/Shaders/Stencil/SetAlpha.shader.meta
Normal file
10
Assets/Shaders/Stencil/SetAlpha.shader.meta
Normal file
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d7b4adf5fb5bbce47b388a2bcab80065
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue