mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-16 06:35:08 +00:00
d5ae99d8ba
* add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
93 lines
1.8 KiB
Text
93 lines
1.8 KiB
Text
Shader "Particles/StarEffect"
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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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_Color ("Tint", Color) = (1,1,1,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,0)
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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 One 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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};
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fixed4 _Color;
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fixed4 _OutlineColor;
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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 * _Color;
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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 _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 c = SampleSpriteTexture (IN.texcoord);
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float3 outlinedRGB = lerp(IN.color.rgb, IN.color.rgb, 1 - c.r);
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c = fixed4(outlinedRGB.r, outlinedRGB.g, outlinedRGB.b, c.a);
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c.rgb *= c.a * IN.color.a;
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c.a *= IN.color.a;
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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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