Bulk modifications across the Game Kit Controller package: updated materials and shader, adjusted particle prefabs, and numerous prefab updates for Character Customization, Inventory, Map System, Locked Camera System, Probuilder export objects, Gravity, Health, Mission System and other scene elements. These changes appear to be a large asset rework/reimport or parameter/reference updates to keep prefabs and materials in sync.
109 lines
2.0 KiB
Plaintext
109 lines
2.0 KiB
Plaintext
Shader "Outlined/Diffuse" {
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Properties {
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_Color ("Main Color", Color) = (.5,.5,.5,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline width", Range (0, 1)) = .1
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_MainTex ("Base (RGB)", 2D) = "white" { }
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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uniform float _Outline;
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uniform float4 _OutlineColor;
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v2f vert(appdata v) {
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// just make a copy of incoming vertex data but scaled according to normal direction
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v2f o;
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v.vertex *= ( 1 + _Outline);
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o.pos = UnityObjectToClipPos(v.vertex);
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//float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
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//float2 offset = TransformViewToProjection(norm.xy);
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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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SubShader {
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//Tags {"Queue" = "Geometry+100" }
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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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.Alpha = c.a;
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}
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ENDCG
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// note that a vertex shader is specified here but its using the one above
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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//Offset 50,50
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR { return i.color; }
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ENDCG
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}
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}
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SubShader {
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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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.Alpha = c.a;
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}
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ENDCG
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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SetTexture [_MainTex] { combine primary }
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}
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}
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Fallback "Diffuse"
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} |