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	started work on place obj
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		| @@ -4,10 +4,10 @@ Properties { | ||||
| 	_FaceTex			("Face Texture", 2D) = "white" {} | ||||
| 	_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0 | ||||
| 	_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0 | ||||
| 	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1) | ||||
| 	_FaceColor			("Face Color", Color) = (1,1,1,1) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
|  | ||||
| 	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1) | ||||
| 	_OutlineColor		("Outline Color", Color) = (0,0,0,1) | ||||
| 	_OutlineTex			("Outline Texture", 2D) = "white" {} | ||||
| 	_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0 | ||||
| 	_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0 | ||||
| @@ -21,7 +21,7 @@ Properties { | ||||
| 	_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0 | ||||
|  | ||||
| 	_LightAngle			("Light Angle", Range(0.0, 6.2831853)) = 3.1416 | ||||
| 	[HDR]_SpecularColor	("Specular", Color) = (1,1,1,1) | ||||
| 	_SpecularColor		("Specular", Color) = (1,1,1,1) | ||||
| 	_SpecularPower		("Specular", Range(0,4)) = 2.0 | ||||
| 	_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10 | ||||
| 	_Diffuse			("Diffuse", Range(0,1)) = 0.5 | ||||
| @@ -35,15 +35,15 @@ Properties { | ||||
| 	_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) | ||||
| 	_Cube 				("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } | ||||
| 	_EnvMatrixRotation	("Texture Rotation", vector) = (0, 0, 0, 0) | ||||
| 		 | ||||
|  | ||||
|  | ||||
| 	[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0, 0.5) | ||||
| 	_UnderlayColor		("Border Color", Color) = (0,0,0, 0.5) | ||||
| 	_UnderlayOffsetX	("Border OffsetX", Range(-1,1)) = 0 | ||||
| 	_UnderlayOffsetY	("Border OffsetY", Range(-1,1)) = 0 | ||||
| 	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0 | ||||
| 	_UnderlaySoftness	("Border Softness", Range(0,1)) = 0 | ||||
|  | ||||
| 	[HDR]_GlowColor		("Color", Color) = (0, 1, 0, 0.5) | ||||
| 	_GlowColor			("Color", Color) = (0, 1, 0, 0.5) | ||||
| 	_GlowOffset			("Offset", Range(-1,1)) = 0 | ||||
| 	_GlowInner			("Inner", Range(0,1)) = 0.05 | ||||
| 	_GlowOuter			("Outer", Range(0,1)) = 0.05 | ||||
| @@ -68,7 +68,7 @@ Properties { | ||||
|  | ||||
| 	_VertexOffsetX		("Vertex OffsetX", float) = 0 | ||||
| 	_VertexOffsetY		("Vertex OffsetY", float) = 0 | ||||
|  | ||||
| 	 | ||||
| 	_MaskCoord			("Mask Coordinates", vector) = (0, 0, 32767, 32767) | ||||
| 	_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767) | ||||
| 	_MaskSoftnessX		("Mask SoftnessX", float) = 0 | ||||
| @@ -80,7 +80,6 @@ Properties { | ||||
| 	_StencilWriteMask	("Stencil Write Mask", Float) = 255 | ||||
| 	_StencilReadMask	("Stencil Read Mask", Float) = 255 | ||||
|  | ||||
| 	_CullMode			("Cull Mode", Float) = 0 | ||||
| 	_ColorMask			("Color Mask", Float) = 15 | ||||
| } | ||||
|  | ||||
| @@ -97,7 +96,7 @@ SubShader { | ||||
| 	{ | ||||
| 		Ref [_Stencil] | ||||
| 		Comp [_StencilComp] | ||||
| 		Pass [_StencilOp] | ||||
| 		Pass [_StencilOp]  | ||||
| 		ReadMask [_StencilReadMask] | ||||
| 		WriteMask [_StencilWriteMask] | ||||
| 	} | ||||
| @@ -146,7 +145,7 @@ SubShader { | ||||
| 			float4	param			: TEXCOORD1;		// alphaClip, scale, bias, weight | ||||
| 			float4	mask			: TEXCOORD2;		// Position in object space(xy), pixel Size(zw) | ||||
| 			float3	viewDir			: TEXCOORD3; | ||||
|  | ||||
| 			 | ||||
| 		#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			float4	texcoord2		: TEXCOORD4;		// u,v, scale, bias | ||||
| 			fixed4	underlayColor	: COLOR1; | ||||
| @@ -187,7 +186,7 @@ SubShader { | ||||
| 			float bias =(.5 - weight) + (.5 / scale); | ||||
|  | ||||
| 			float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); | ||||
|  | ||||
| 		 | ||||
| 		#if GLOW_ON | ||||
| 			alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); | ||||
| 		#endif | ||||
| @@ -216,7 +215,7 @@ SubShader { | ||||
| 			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | ||||
| 			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | ||||
|  | ||||
|  | ||||
| 			 | ||||
| 			output.position = vPosition; | ||||
| 			output.color = input.color; | ||||
| 			output.atlas =	input.texcoord0; | ||||
| @@ -238,7 +237,7 @@ SubShader { | ||||
| 			UNITY_SETUP_INSTANCE_ID(input); | ||||
|  | ||||
| 			float c = tex2D(_MainTex, input.atlas).a; | ||||
|  | ||||
| 		 | ||||
| 		#ifndef UNDERLAY_ON | ||||
| 			clip(c - input.param.x); | ||||
| 		#endif | ||||
| @@ -255,7 +254,7 @@ SubShader { | ||||
| 			half4 outlineColor = _OutlineColor; | ||||
|  | ||||
| 			faceColor.rgb *= input.color.rgb; | ||||
|  | ||||
| 			 | ||||
| 			faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); | ||||
| 			outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); | ||||
|  | ||||
| @@ -304,7 +303,7 @@ SubShader { | ||||
| 		#if UNITY_UI_ALPHACLIP | ||||
| 			clip(faceColor.a - 0.001); | ||||
| 		#endif | ||||
|  | ||||
|   		 | ||||
| 			return faceColor * input.color.a; | ||||
| 		} | ||||
|  | ||||
|   | ||||
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