mirror of
https://github.com/DerTyp7/grow-ai-unity.git
synced 2026-07-31 16:19:03 +02:00
started work on place obj
This commit is contained in:
@@ -6,14 +6,14 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
|
||||
|
||||
Properties {
|
||||
[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)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayColor ("Border Color", Color) = (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
|
||||
@@ -42,14 +42,13 @@ Properties {
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
@@ -66,7 +65,7 @@ SubShader {
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
@@ -126,7 +125,7 @@ SubShader {
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
@@ -136,7 +135,7 @@ SubShader {
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
@@ -196,7 +195,7 @@ SubShader {
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
|
||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user