mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 09:35:11 +00:00
b42d5d6b7f
* started working on bon odori * bon odori is now playable, just no animations and sounds * bon odori is functional now, just missing the art, better audio and animations * nothing new, my git is always 1 commit behind * Revert "nothing new, my git is always 1 commit behind" This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb. * changed the background im only commiting because saladplainzone is gonna do the anims now * Accurate BG * Good prefab * finalized player prefab * Finalize Prefab * More animation stuff * Bow anim done * text is now functional, passing the project to AstrlJelly * merging w master branch * text scrolling is ALMOST functional * scrolling is ALMOST ALMOST functional * FINALLY!!!! TEXT SCOLLING IS DONE!!!!! * TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations * minor bug fixes * TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font * i forgor to change the outline on the fonts * Setup * more working on stuff * more testing * more testing * more testing * some fixes * fixes * testing stuff * fixed some things * a few more fixes * more testing * More fixes * bops and animation adjustments * camera stuff! * Implementing placeholder icon * recolorable sky * fix that bug + format arch file also change the script name * oops --------- Co-authored-by: streitixy <danilomeiraivo@gmail.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com> Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
53 lines
1.6 KiB
Text
53 lines
1.6 KiB
Text
Shader "Custom/StandardMapped"
|
|
{
|
|
Properties
|
|
{
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
|
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
|
_Metallic ("Metallic", Range(0,1)) = 0.0
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Opaque" }
|
|
LOD 200
|
|
|
|
CGPROGRAM
|
|
// Physically based Standard lighting model, and enable shadows on all light types
|
|
#pragma surface surf Standard fullforwardshadows
|
|
|
|
// Use shader model 3.0 target, to get nicer looking lighting
|
|
#pragma target 3.0
|
|
|
|
sampler2D _MainTex;
|
|
|
|
struct Input
|
|
{
|
|
float2 uv_MainTex;
|
|
};
|
|
|
|
half _Glossiness;
|
|
half _Metallic;
|
|
fixed4 _Color;
|
|
|
|
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
|
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
|
// #pragma instancing_options assumeuniformscaling
|
|
UNITY_INSTANCING_BUFFER_START(Props)
|
|
// put more per-instance properties here
|
|
UNITY_INSTANCING_BUFFER_END(Props)
|
|
|
|
void surf (Input IN, inout SurfaceOutputStandard o)
|
|
{
|
|
// Albedo comes from a texture tinted by color
|
|
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
|
o.Albedo = c.rgb;
|
|
// Metallic and smoothness come from slider variables
|
|
o.Metallic = _Metallic;
|
|
o.Smoothness = _Glossiness;
|
|
o.Alpha = c.a;
|
|
}
|
|
ENDCG
|
|
}
|
|
FallBack "Diffuse"
|
|
}
|