mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-01 22:07:31 +00:00
025681eaea
* oh yeah i forgot about github lmao no prefab yet, but a bunch of the coding and sfx are implemented * some stuff did some prefab assembly, added background color block, idk i'm tired * a bunch more stuff idk i'm tired again, i really doubt this will even be read by anybody btw if you're reading this, type "charging chicken should be replaced with a piece of pizza" and ping me in the HS discord server * even more more stuff holy shit i did a lot lmao * oh god there's so much done and still so much to do help * the stone platforms man my god this took so much work * god dammit fuck this game * buncha text stuff this wasn't so bad, hopefully i won't want to eat my own shorts next time i work on miss stuff * water speed finally fixed this once and for all i think * stufr music fade, ending text, making platforms fall under the chicken when the chicken falls, general bug fixes * getting there i'd say we're roughly 70% ready for a PR or so * almost done just needs (a lot of) finishing touches * hjgdf stuff * boogledop doobedy deoooebb * buncha shit again oh lawd we getting close, if only these fuckin game breaking bugs would stop showing up * almost done except for the new game breaking bug still. that'll probably take a while * it's getting too real AND the game breaking bug is gone! * checkpoint use this for reverting back while changing how stone platforms spawn * blorf god i have so much shit to do tomorrow * some stuff doobety * trippy added shaders for the "future" bg * colors and stuffs yayy * background objects do be comin tho too real * yo holy shit this is coming together nicely * we cookin frfr * real all too real... * idk something changed but idk what * platforms are cool now yay (still have a bunch of stuff to do tho) * chicken is almost gosh dang done woot * almost there but for real this time probably the second or third to last commit * chiken is feature complete i literally just need three audio files, then set up assbuns, then draft PR * chimken is done yahoo * finishing tooches boopin snoots
105 lines
2.3 KiB
Text
105 lines
2.3 KiB
Text
Shader "Sprites/ChickenMirage"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color1 ("Top Color", Color) = (1,1,1,1)
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_Color ("Bottom Color", Color) = (1,1,1,1)
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_Speed1 ("Wobble Speed", Float) = 1
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_Alpha ("Alpha", Float) = 1
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ PIXELSNAP_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 screenPos: TEXCOORD2;
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};
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fixed4 _Color1;
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fixed4 _Color;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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OUT.screenPos = ComputeScreenPos(IN.vertex);
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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float _Alpha;
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float _Speed1;
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float _AlphaSplitEnabled;
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fixed4 SampleSpriteTexture (float2 uv)
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{
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fixed4 color = tex2D (_MainTex, uv);
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#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
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if (_AlphaSplitEnabled)
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color.a = tex2D (_AlphaTex, uv).r;
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#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
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return color;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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fixed4 input1 = SampleSpriteTexture (IN.texcoord);
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fixed2 wobble = (IN.texcoord);
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wobble.x = ((wobble.x + (sin((_Time.y * _Speed1 * 3) + wobble.y * 100) / 1000) + 1)) % 1;
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fixed4 input2 = SampleSpriteTexture (wobble);
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float screenPosAdjusted = clamp((IN.screenPos.y / 30) + 0.5, 0, 1);
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fixed4 ColorAdjusted = ((_Color) * screenPosAdjusted) + ((_Color1) * (1 - screenPosAdjusted));
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input1 *= ColorAdjusted;
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input2 *= ColorAdjusted;
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fixed4 c = (input1 + input2) / 1.5;
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c *= ColorAdjusted;
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c.a *= _Alpha;
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return c;
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}
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ENDCG
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}
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}
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}
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