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13정준영
RhythmKata
Commits
5538ce31
Commit
5538ce31
authored
Nov 24, 2019
by
13정준영
Browse files
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Stage Fin
parent
986d2cb2
Changes
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Showing
27 changed files
with
1065 additions
and
555 deletions
+1065
-555
DefaultNote.mat
RhythmKata/Assets/Materials/DefaultNote.mat
+7
-2
EdgeNote.mat
RhythmKata/Assets/Materials/EdgeNote.mat
+5
-2
Gun Highlight L.mat
RhythmKata/Assets/Materials/Gun Highlight L.mat
+1
-1
Gun Rim.mat
RhythmKata/Assets/Materials/Gun Rim.mat
+1
-1
Laser 1.mat
RhythmKata/Assets/Materials/Laser 1.mat
+4
-4
Laser.mat
RhythmKata/Assets/Materials/Laser.mat
+5
-5
Stage 1.mat
RhythmKata/Assets/Materials/Stage 1.mat
+13
-14
Stage 2.mat
RhythmKata/Assets/Materials/Stage 2.mat
+1
-1
Stage Top.mat
RhythmKata/Assets/Materials/Stage Top.mat
+6
-5
DefaultNote.prefab
RhythmKata/Assets/Prefabs/DefaultNote.prefab
+1
-1
EdgeNote_Down.prefab
RhythmKata/Assets/Prefabs/EdgeNote_Down.prefab
+21
-5
EdgeNote_Left.prefab
RhythmKata/Assets/Prefabs/EdgeNote_Left.prefab
+22
-5
EdgeNote_Right.prefab
RhythmKata/Assets/Prefabs/EdgeNote_Right.prefab
+6
-6
EdgeNote_Up.prefab
RhythmKata/Assets/Prefabs/EdgeNote_Up.prefab
+5
-19
Stage.prefab
RhythmKata/Assets/Prefabs/Stage.prefab
+5
-5
Gun Controller.controller
RhythmKata/Assets/Resources/Models/Gun Controller.controller
+172
-2
Gun Fire.anim
RhythmKata/Assets/Resources/Models/Gun Fire.anim
+456
-468
stage.blend
RhythmKata/Assets/Resources/Models/stage.blend
+0
-0
stage.blend.meta
RhythmKata/Assets/Resources/Models/stage.blend.meta
+1
-1
stage.blend1
RhythmKata/Assets/Resources/Models/stage.blend1
+0
-0
EdgeNoteObject.cs
RhythmKata/Assets/Scripts/EdgeNoteObject.cs
+3
-2
ForwardNoteObject.cs
RhythmKata/Assets/Scripts/ForwardNoteObject.cs
+1
-1
Note 1.shader
RhythmKata/Assets/Shaders/Note 1.shader
+79
-0
Note 1.shader.meta
RhythmKata/Assets/Shaders/Note 1.shader.meta
+9
-0
Note.shader
RhythmKata/Assets/Shaders/Note.shader
+126
-0
Note.shader.meta
RhythmKata/Assets/Shaders/Note.shader.meta
+9
-0
Sheild.shader
RhythmKata/Assets/Shaders/Sheild.shader
+106
-5
No files found.
RhythmKata/Assets/Materials/DefaultNote.mat
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5538ce31
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5538ce31
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5538ce31
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RhythmKata/Assets/Materials/Laser 1.mat
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5538ce31
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View file @
5538ce31
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5538ce31
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5538ce31
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5538ce31
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5538ce31
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RhythmKata/Assets/Prefabs/EdgeNote_Down.prefab
View file @
5538ce31
...
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...
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RhythmKata/Assets/Resources/Models/Gun Fire.anim
View file @
5538ce31
This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Resources/Models/stage.blend
View file @
5538ce31
No preview for this file type
RhythmKata/Assets/Resources/Models/stage.blend.meta
View file @
5538ce31
...
...
@@ -67,7 +67,7 @@ ModelImporter:
skinWeightsMode: 0
maxBonesPerVertex: 4
minBoneWeight: 0.001
meshOptimizationFlags:
-1
meshOptimizationFlags:
0
indexFormat: 0
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
...
...
RhythmKata/Assets/Resources/Models/stage.blend1
View file @
5538ce31
No preview for this file type
RhythmKata/Assets/Scripts/EdgeNoteObject.cs
View file @
5538ce31
...
...
@@ -26,6 +26,7 @@ public class EdgeNoteObject : NoteObject
public
override
void
NoteHit
(
JudgeResult
type
)
{
base
.
NoteHit
(
type
);
}
...
...
@@ -42,8 +43,8 @@ public class EdgeNoteObject : NoteObject
// transform.position = Quaternion.Euler(direction.x * angle, direction.y * angle, 0) * new Vector3(0, 0, radius);
// transform.LookAt(Vector3.zero);
//}
transform
.
position
=
endPoint
+
new
Vector3
(
0
,
0
,
2
00
)
*
remainedTime
;
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transform
.
position
=
endPoint
+
new
Vector3
(
0
,
0
,
3
00
)
*
remainedTime
;
}
public
override
bool
IsHit
(
Ray
ray
)
{
...
...
RhythmKata/Assets/Scripts/ForwardNoteObject.cs
View file @
5538ce31
...
...
@@ -100,6 +100,6 @@ public class ForwardNoteObject : NoteObject
public
override
bool
IsHit
(
Ray
ray
)
{
RaycastHit
hit
;
return
GetComponent
<
Collider
>().
Raycast
(
ray
,
out
hit
,
4
00
);
return
GetComponent
<
Collider
>().
Raycast
(
ray
,
out
hit
,
10
00
);
}
}
RhythmKata/Assets/Shaders/Note 1.shader
0 → 100644
View file @
5538ce31
// Shader created with Shader Forge v1.40
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.40;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,cpap:True,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:0,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4013,x:33005,y:32612,varname:node_4013,prsc:2|emission-8406-OUT;n:type:ShaderForge.SFN_Color,id:1304,x:32443,y:32712,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_1304,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Color,id:3119,x:32463,y:33151,ptovrint:False,ptlb:Outline Color,ptin:_OutlineColor,varname:node_3119,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Blend,id:8162,x:32673,y:32775,varname:node_8162,prsc:2,blmd:10,clmp:True|SRC-1304-RGB,DST-3119-RGB;n:type:ShaderForge.SFN_Fresnel,id:6013,x:32586,y:32456,varname:node_6013,prsc:2|NRM-8813-OUT,EXP-7598-OUT;n:type:ShaderForge.SFN_NormalVector,id:8813,x:32426,y:32421,prsc:2,pt:False;n:type:ShaderForge.SFN_Slider,id:7598,x:32259,y:32621,ptovrint:False,ptlb:Fresnel,ptin:_Fresnel,varname:node_7598,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:2,max:2;n:type:ShaderForge.SFN_Add,id:8406,x:32736,y:32592,varname:node_8406,prsc:2|A-6420-OUT,B-1304-RGB;n:type:ShaderForge.SFN_Multiply,id:6420,x:32878,y:32427,varname:node_6420,prsc:2|A-6013-OUT,B-6474-OUT;n:type:ShaderForge.SFN_Slider,id:6474,x:32636,y:32386,ptovrint:False,ptlb:Fresnel Amount,ptin:_FresnelAmount,varname:node_6474,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;proporder:1304-3119-7598-6474;pass:END;sub:END;*/
Shader
"Shader Forge/EdgeNote"
{
Properties
{
_Color
(
"Color"
,
Color
)
=
(
0
,
1
,
1
,
1
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(
"Outline Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
1
)
_Fresnel
(
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,
Range
(
0
,
2
))
=
2
_FresnelAmount
(
"Fresnel Amount"
,
Range
(
0
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}
SubShader
{
Tags
{
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}
Pass
{
Name
"FORWARD"
Tags
{
"LightMode"
=
"ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma target 3.0
UNITY_INSTANCING_BUFFER_START
(
Props
)
UNITY_DEFINE_INSTANCED_PROP
(
float4
,
_Color
)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_Fresnel
)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_FresnelAmount
)
UNITY_INSTANCING_BUFFER_END
(
Props
)
struct
VertexInput
{
float4
vertex
:
POSITION
;
float3
normal
:
NORMAL
;
};
struct
VertexOutput
{
float4
pos
:
SV_POSITION
;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4
posWorld
:
TEXCOORD0
;
float3
normalDir
:
TEXCOORD1
;
UNITY_FOG_COORDS
(
2
)
};
VertexOutput
vert
(
VertexInput
v
)
{
VertexOutput
o
=
(
VertexOutput
)
0
;
UNITY_SETUP_INSTANCE_ID
(
v
);
UNITY_TRANSFER_INSTANCE_ID
(
v
,
o
);
o
.
normalDir
=
UnityObjectToWorldNormal
(
v
.
normal
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
UNITY_TRANSFER_FOG
(
o
,
o
.
pos
);
return
o
;
}
float4
frag
(
VertexOutput
i
)
:
COLOR
{
UNITY_SETUP_INSTANCE_ID
(
i
);
i
.
normalDir
=
normalize
(
i
.
normalDir
);
float3
viewDirection
=
normalize
(
_WorldSpaceCameraPos
.
xyz
-
i
.
posWorld
.
xyz
);
float3
normalDirection
=
i
.
normalDir
;
////// Lighting:
////// Emissive:
float
_Fresnel_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_Fresnel
);
float
_FresnelAmount_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_FresnelAmount
);
float4
_Color_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_Color
);
float3
emissive
=
((
pow
(
1
.
0
-
max
(
0
,
dot
(
i
.
normalDir
,
viewDirection
)),
_Fresnel_var
)
*
_FresnelAmount_var
)
+
_Color_var
.
rgb
);
float3
finalColor
=
emissive
;
fixed4
finalRGBA
=
fixed4
(
finalColor
,
1
);
UNITY_APPLY_FOG
(
i
.
fogCoord
,
finalRGBA
);
return
finalRGBA
;
}
ENDCG
}
}
FallBack
"Diffuse"
CustomEditor
"ShaderForgeMaterialInspector"
}
RhythmKata/Assets/S
cripts/BmsImporter.cs
.meta
→
RhythmKata/Assets/S
haders/Note 1.shader
.meta
View file @
5538ce31
fileFormatVersion: 2
guid: e
e6f618bc43a08e44b3b2906bfdcf282
Mono
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Shader
Importer:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
RhythmKata/Assets/Shaders/Note.shader
0 → 100644
View file @
5538ce31
// Shader created with Shader Forge v1.40
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.40;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,cpap:True,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:0,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4013,x:33005,y:32612,varname:node_4013,prsc:2|emission-8406-OUT,olwid-1238-OUT,olcol-8162-OUT;n:type:ShaderForge.SFN_Color,id:1304,x:32443,y:32712,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_1304,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Slider,id:1238,x:32325,y:33030,ptovrint:False,ptlb:New Outline,ptin:_NewOutline,varname:node_1238,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.2393162,max:1;n:type:ShaderForge.SFN_Color,id:3119,x:32463,y:33151,ptovrint:False,ptlb:Outline Color,ptin:_OutlineColor,varname:node_3119,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Blend,id:8162,x:32673,y:32775,varname:node_8162,prsc:2,blmd:10,clmp:True|SRC-1304-RGB,DST-3119-RGB;n:type:ShaderForge.SFN_Fresnel,id:6013,x:32586,y:32456,varname:node_6013,prsc:2|NRM-8813-OUT,EXP-7598-OUT;n:type:ShaderForge.SFN_NormalVector,id:8813,x:32426,y:32421,prsc:2,pt:False;n:type:ShaderForge.SFN_Slider,id:7598,x:32259,y:32621,ptovrint:False,ptlb:Fresnel,ptin:_Fresnel,varname:node_7598,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:2,max:2;n:type:ShaderForge.SFN_Add,id:8406,x:32736,y:32592,varname:node_8406,prsc:2|A-6420-OUT,B-1304-RGB;n:type:ShaderForge.SFN_Multiply,id:6420,x:32878,y:32427,varname:node_6420,prsc:2|A-6013-OUT,B-6474-OUT;n:type:ShaderForge.SFN_Slider,id:6474,x:32636,y:32386,ptovrint:False,ptlb:Fresnel Amount,ptin:_FresnelAmount,varname:node_6474,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;proporder:1304-1238-3119-7598-6474;pass:END;sub:END;*/
Shader
"Shader Forge/DefaultNote"
{
Properties
{
_Color
(
"Color"
,
Color
)
=
(
0
,
1
,
1
,
1
)
_NewOutline
(
"New Outline"
,
Range
(
0
,
1
))
=
0
.
2393162
_OutlineColor
(
"Outline Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
1
)
_Fresnel
(
"Fresnel"
,
Range
(
0
,
2
))
=
2
_FresnelAmount
(
"Fresnel Amount"
,
Range
(
0
,
1
))
=
0
}
SubShader
{
Tags
{
"RenderType"
=
"Opaque"
}
Pass
{
Name
"Outline"
Tags
{
}
Cull
Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile_fog
#pragma target 3.0
UNITY_INSTANCING_BUFFER_START
(
Props
)
UNITY_DEFINE_INSTANCED_PROP
(
float4
,
_Color
)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_NewOutline
)
UNITY_DEFINE_INSTANCED_PROP
(
float4
,
_OutlineColor
)
UNITY_INSTANCING_BUFFER_END
(
Props
)
struct
VertexInput
{
float4
vertex
:
POSITION
;
float3
normal
:
NORMAL
;
};
struct
VertexOutput
{
float4
pos
:
SV_POSITION
;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_FOG_COORDS
(
0
)
};
VertexOutput
vert
(
VertexInput
v
)
{
VertexOutput
o
=
(
VertexOutput
)
0
;
UNITY_SETUP_INSTANCE_ID
(
v
);
UNITY_TRANSFER_INSTANCE_ID
(
v
,
o
);
float
_NewOutline_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_NewOutline
);
o
.
pos
=
UnityObjectToClipPos
(
float4
(
v
.
vertex
.
xyz
+
normalize
(
v
.
vertex
)
*
_NewOutline_var
,
1
)
);
UNITY_TRANSFER_FOG
(
o
,
o
.
pos
);
return
o
;
}
float4
frag
(
VertexOutput
i
)
:
COLOR
{
UNITY_SETUP_INSTANCE_ID
(
i
);
float4
_Color_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_Color
);
float4
_OutlineColor_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_OutlineColor
);
return
fixed4
(
saturate
((
_OutlineColor_var
.
rgb
>
0
.
5
?
(
1
.
0
-
(
1
.
0
-
2
.
0
*
(
_OutlineColor_var
.
rgb
-
0
.
5
))
*
(
1
.
0
-
_Color_var
.
rgb
))
:
(
2
.
0
*
_OutlineColor_var
.
rgb
*
_Color_var
.
rgb
)
)),
0
);
}
ENDCG
}
Pass
{
Name
"FORWARD"
Tags
{
"LightMode"
=
"ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma target 3.0
UNITY_INSTANCING_BUFFER_START
(
Props
)
UNITY_DEFINE_INSTANCED_PROP
(
float4
,
_Color
)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_Fresnel
)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_FresnelAmount
)
UNITY_INSTANCING_BUFFER_END
(
Props
)
struct
VertexInput
{
float4
vertex
:
POSITION
;
float3
normal
:
NORMAL
;
};
struct
VertexOutput
{
float4
pos
:
SV_POSITION
;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4
posWorld
:
TEXCOORD0
;
float3
normalDir
:
TEXCOORD1
;
UNITY_FOG_COORDS
(
2
)
};
VertexOutput
vert
(
VertexInput
v
)
{
VertexOutput
o
=
(
VertexOutput
)
0
;
UNITY_SETUP_INSTANCE_ID
(
v
);
UNITY_TRANSFER_INSTANCE_ID
(
v
,
o
);
o
.
normalDir
=
UnityObjectToWorldNormal
(
v
.
normal
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
UNITY_TRANSFER_FOG
(
o
,
o
.
pos
);
return
o
;
}
float4
frag
(
VertexOutput
i
)
:
COLOR
{
UNITY_SETUP_INSTANCE_ID
(
i
);
i
.
normalDir
=
normalize
(
i
.
normalDir
);
float3
viewDirection
=
normalize
(
_WorldSpaceCameraPos
.
xyz
-
i
.
posWorld
.
xyz
);
float3
normalDirection
=
i
.
normalDir
;
////// Lighting:
////// Emissive:
float
_Fresnel_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_Fresnel
);
float
_FresnelAmount_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_FresnelAmount
);
float4
_Color_var
=
UNITY_ACCESS_INSTANCED_PROP
(
Props
,
_Color
);
float3
emissive
=
((
pow
(
1
.
0
-
max
(
0
,
dot
(
i
.
normalDir
,
viewDirection
)),
_Fresnel_var
)
*
_FresnelAmount_var
)
+
_Color_var
.
rgb
);
float3
finalColor
=
emissive
;
fixed4
finalRGBA
=
fixed4
(
finalColor
,
1
);
UNITY_APPLY_FOG
(
i
.
fogCoord
,
finalRGBA
);
return
finalRGBA
;
}
ENDCG
}
}
FallBack
"Diffuse"
CustomEditor
"ShaderForgeMaterialInspector"
}
RhythmKata/Assets/Shaders/Note.shader.meta
0 → 100644
View file @
5538ce31
fileFormatVersion: 2
guid: 19d29d358ae9fed4b8a0fd347863afc5
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
RhythmKata/Assets/Shaders/Sheild.shader
View file @
5538ce31
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