Commit 5538ce31 authored by 13정준영's avatar 13정준영

Stage Fin

parent 986d2cb2
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......@@ -67,7 +67,7 @@ ModelImporter:
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maxBonesPerVertex: 4
minBoneWeight: 0.001
meshOptimizationFlags: -1
meshOptimizationFlags: 0
indexFormat: 0
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
......
......@@ -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, 200) * remainedTime;
}
transform.position = endPoint + new Vector3(0, 0, 300) * remainedTime;
}
public override bool IsHit(Ray ray)
{
......
......@@ -100,6 +100,6 @@ public class ForwardNoteObject : NoteObject
public override bool IsHit(Ray ray)
{
RaycastHit hit;
return GetComponent<Collider>().Raycast(ray, out hit, 400);
return GetComponent<Collider>().Raycast(ray, out hit, 1000);
}
}
// 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)
_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 "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
}
}
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// 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 );
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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 );
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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
}
}
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