add ckg
plantilla base para movimiento básico
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59
Assets/Game Kit Controller/Shaders/Dissolve.shader
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59
Assets/Game Kit Controller/Shaders/Dissolve.shader
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Shader "Custom/Dissolve"
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{
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_DissolveTexture("Dissolve Texture", 2D) = "white" {}
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_Amount("Amount", Range(0,1)) = 0
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_DissolveColor ("Disolve Color", Color) = (1,1,1,1)
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_DissolveColorAlpha ("Dissolve Color Alpha", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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Cull Off
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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fixed3 _DissolveColor;
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half _DissolveColorAlpha;
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//Dissolve properties
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sampler2D _DissolveTexture;
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half _Amount;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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//Dissolve function
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half dissolve_value = tex2D(_DissolveTexture, IN.uv_MainTex).r;
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clip(dissolve_value - _Amount);
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//Basic shader function
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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o.Emission = fixed3(_DissolveColor.r, _DissolveColor.g, _DissolveColor.b) * step( dissolve_value - _Amount, _DissolveColorAlpha); //emits white color with 0.05 border size
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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