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

Stage Fin

parent 986d2cb2
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......@@ -26,6 +26,7 @@ public class EdgeNoteObject : NoteObject
public override void NoteHit(JudgeResult type)
{
base.NoteHit(type);
}
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// 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)
{
......
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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
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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 );
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:3,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:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,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:9361,x:34255,y:32732,varname:node_9361,prsc:2|emission-2401-OUT,alpha-3738-OUT;n:type:ShaderForge.SFN_Color,id:3941,x:32896,y:32711,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_3941,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_Multiply,id:9604,x:33065,y:32759,varname:node_9604,prsc:2|A-3941-RGB,B-734-OUT;n:type:ShaderForge.SFN_Slider,id:734,x:32817,y:32976,ptovrint:False,ptlb:Intensity,ptin:_Intensity,varname:node_734,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_DepthBlend,id:9154,x:33302,y:33227,varname:node_9154,prsc:2;n:type:ShaderForge.SFN_Color,id:7224,x:32947,y:33152,ptovrint:False,ptlb:Intersection Color,ptin:_IntersectionColor,varname:_Color_copy,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_Multiply,id:7599,x:33116,y:33200,varname:node_7599,prsc:2|A-7224-RGB,B-8345-OUT;n:type:ShaderForge.SFN_Slider,id:8345,x:32868,y:33417,ptovrint:False,ptlb:Intersection Intensity,ptin:_IntersectionIntensity,varname:_Intensity_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Lerp,id:3078,x:33207,y:32952,varname:node_3078,prsc:2|A-9604-OUT,B-7599-OUT,T-9154-OUT;n:type:ShaderForge.SFN_Vector1,id:3738,x:33432,y:33054,varname:node_3738,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Tex2d,id:5816,x:34143,y:33269,ptovrint:False,ptlb:Shield Txture,ptin:_ShieldTxture,varname:node_5816,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:a0f6e9a63c73f9c45aa0faf8e7cb2a07,ntxv:0,isnm:False|UVIN-5641-OUT;n:type:ShaderForge.SFN_ComponentMask,id:8988,x:34316,y:33224,varname:node_8988,prsc:2,cc1:0,cc2:-1,cc3:-1,cc4:-1|IN-5816-RGB;n:type:ShaderForge.SFN_Fresnel,id:2647,x:33466,y:32717,varname:node_2647,prsc:2|NRM-3709-OUT,EXP-6263-OUT;n:type:ShaderForge.SFN_NormalVector,id:3709,x:33276,y:32609,prsc:2,pt:False;n:type:ShaderForge.SFN_Multiply,id:2871,x:33483,y:32867,varname:node_2871,prsc:2|A-3078-OUT,B-2647-OUT;n:type:ShaderForge.SFN_Time,id:6109,x:33310,y:33503,varname:node_6109,prsc:2;n:type:ShaderForge.SFN_Multiply,id:762,x:33844,y:32874,varname:node_762,prsc:2|A-2871-OUT,B-5287-OUT;n:type:ShaderForge.SFN_TexCoord,id:6734,x:33480,y:33174,varname:node_6734,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Vector1,id:8799,x:33674,y:33521,varname:node_8799,prsc:2,v1:4;n:type:ShaderForge.SFN_Vector1,id:6263,x:33280,y:32764,varname:node_6263,prsc:2,v1:0.2;n:type:ShaderForge.SFN_Time,id:7398,x:33480,y:33332,varname:node_7398,prsc:2;n:type:ShaderForge.SFN_Frac,id:8375,x:33674,y:33332,varname:node_8375,prsc:2|IN-7398-TSL;n:type:ShaderForge.SFN_Add,id:8758,x:33859,y:33309,varname:node_8758,prsc:2|A-6734-V,B-8375-OUT;n:type:ShaderForge.SFN_Append,id:5641,x:33988,y:33233,varname:node_5641,prsc:2|A-6734-U,B-8758-OUT;n:type:ShaderForge.SFN_Multiply,id:5287,x:34533,y:33303,varname:node_5287,prsc:2|A-8988-OUT,B-9292-OUT;n:type:ShaderForge.SFN_Multiply,id:5730,x:33914,y:33463,varname:node_5730,prsc:2|A-7398-T,B-8799-OUT;n:type:ShaderForge.SFN_Sin,id:2051,x:34069,y:33474,varname:node_2051,prsc:2|IN-5730-OUT;n:type:ShaderForge.SFN_Noise,id:3181,x:33821,y:33163,varname:node_3181,prsc:2|XY-9082-OUT;n:type:ShaderForge.SFN_RemapRange,id:9292,x:34239,y:33456,varname:node_9292,prsc:2,frmn:-1,frmx:1,tomn:0.2,tomx:0.8|IN-2051-OUT;n:type:ShaderForge.SFN_Multiply,id:9082,x:33674,y:33095,varname:node_9082,prsc:2|A-6734-UVOUT,B-2213-OUT;n:type:ShaderForge.SFN_Vector1,id:2213,x:33630,y:33245,varname:node_2213,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Add,id:6120,x:34052,y:32717,varname:node_6120,prsc:2;n:type:ShaderForge.SFN_Blend,id:2401,x:34018,y:32549,varname:node_2401,prsc:2,blmd:0,clmp:True|SRC-2871-OUT,DST-762-OUT;proporder:3941-734-7224-8345-5816;pass:END;sub:END;*/
/*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:2,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:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,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:9361,x:34354,y:32750,varname:node_9361,prsc:2|spec-8680-OUT,emission-2401-OUT,alpha-3738-OUT;n:type:ShaderForge.SFN_Color,id:3941,x:32896,y:32711,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_3941,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_Multiply,id:9604,x:33065,y:32759,varname:node_9604,prsc:2|A-3941-RGB,B-734-OUT;n:type:ShaderForge.SFN_Slider,id:734,x:32817,y:32976,ptovrint:False,ptlb:Intensity,ptin:_Intensity,varname:node_734,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_DepthBlend,id:9154,x:33302,y:33227,varname:node_9154,prsc:2;n:type:ShaderForge.SFN_Color,id:7224,x:32947,y:33152,ptovrint:False,ptlb:Intersection Color,ptin:_IntersectionColor,varname:_Color_copy,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_Multiply,id:7599,x:33116,y:33200,varname:node_7599,prsc:2|A-7224-RGB,B-8345-OUT;n:type:ShaderForge.SFN_Slider,id:8345,x:32868,y:33417,ptovrint:False,ptlb:Intersection Intensity,ptin:_IntersectionIntensity,varname:_Intensity_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Lerp,id:3078,x:33207,y:32952,varname:node_3078,prsc:2|A-9604-OUT,B-7599-OUT,T-9154-OUT;n:type:ShaderForge.SFN_Vector1,id:3738,x:33432,y:33054,varname:node_3738,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Tex2d,id:5816,x:34143,y:33269,ptovrint:False,ptlb:Shield Txture,ptin:_ShieldTxture,varname:node_5816,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:a0f6e9a63c73f9c45aa0faf8e7cb2a07,ntxv:0,isnm:False|UVIN-5641-OUT;n:type:ShaderForge.SFN_ComponentMask,id:8988,x:34316,y:33224,varname:node_8988,prsc:2,cc1:0,cc2:-1,cc3:-1,cc4:-1|IN-5816-RGB;n:type:ShaderForge.SFN_Fresnel,id:2647,x:33466,y:32717,varname:node_2647,prsc:2|NRM-3709-OUT,EXP-6263-OUT;n:type:ShaderForge.SFN_NormalVector,id:3709,x:33276,y:32609,prsc:2,pt:False;n:type:ShaderForge.SFN_Multiply,id:2871,x:33483,y:32867,varname:node_2871,prsc:2|A-3078-OUT,B-2647-OUT;n:type:ShaderForge.SFN_Time,id:6109,x:33310,y:33503,varname:node_6109,prsc:2;n:type:ShaderForge.SFN_Multiply,id:762,x:33844,y:32874,varname:node_762,prsc:2|A-2871-OUT,B-5287-OUT;n:type:ShaderForge.SFN_TexCoord,id:6734,x:33480,y:33174,varname:node_6734,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Vector1,id:8799,x:33674,y:33521,varname:node_8799,prsc:2,v1:4;n:type:ShaderForge.SFN_Vector1,id:6263,x:33280,y:32764,varname:node_6263,prsc:2,v1:0.2;n:type:ShaderForge.SFN_Time,id:7398,x:33480,y:33332,varname:node_7398,prsc:2;n:type:ShaderForge.SFN_Frac,id:8375,x:33674,y:33332,varname:node_8375,prsc:2|IN-7398-TSL;n:type:ShaderForge.SFN_Add,id:8758,x:33859,y:33309,varname:node_8758,prsc:2|A-6734-V,B-8375-OUT;n:type:ShaderForge.SFN_Append,id:5641,x:33988,y:33233,varname:node_5641,prsc:2|A-6734-U,B-8758-OUT;n:type:ShaderForge.SFN_Multiply,id:5287,x:34533,y:33303,varname:node_5287,prsc:2|A-8988-OUT,B-9292-OUT;n:type:ShaderForge.SFN_Multiply,id:5730,x:33914,y:33463,varname:node_5730,prsc:2|A-7398-T,B-8799-OUT;n:type:ShaderForge.SFN_Sin,id:2051,x:34069,y:33474,varname:node_2051,prsc:2|IN-5730-OUT;n:type:ShaderForge.SFN_Noise,id:3181,x:33821,y:33163,varname:node_3181,prsc:2|XY-9082-OUT;n:type:ShaderForge.SFN_RemapRange,id:9292,x:34239,y:33456,varname:node_9292,prsc:2,frmn:-1,frmx:1,tomn:0.2,tomx:0.8|IN-2051-OUT;n:type:ShaderForge.SFN_Multiply,id:9082,x:33674,y:33095,varname:node_9082,prsc:2|A-6734-UVOUT,B-2213-OUT;n:type:ShaderForge.SFN_Vector1,id:2213,x:33630,y:33245,varname:node_2213,prsc:2,v1:0.1;n:type:ShaderForge.SFN_Blend,id:2401,x:34018,y:32549,varname:node_2401,prsc:2,blmd:0,clmp:True|SRC-2871-OUT,DST-762-OUT;n:type:ShaderForge.SFN_Slider,id:8680,x:33939,y:32819,ptovrint:False,ptlb:Metalic,ptin:_Metalic,varname:node_8680,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;proporder:3941-734-7224-8345-5816-8680;pass:END;sub:END;*/
Shader "Shader Forge/Sheild" {
Properties {
......@@ -10,6 +10,7 @@ Shader "Shader Forge/Sheild" {
_IntersectionColor ("Intersection Color", Color) = (0,1,1,1)
_IntersectionIntensity ("Intersection Intensity", Range(0, 1)) = 1
_ShieldTxture ("Shield Txture", 2D) = "white" {}
_Metalic ("Metalic", Range(0, 1)) = 0
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
......@@ -31,11 +32,10 @@ Shader "Shader Forge/Sheild" {
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _ShieldTxture; uniform float4 _ShieldTxture_ST;
UNITY_INSTANCING_BUFFER_START( Props )
......@@ -43,6 +43,7 @@ Shader "Shader Forge/Sheild" {
UNITY_DEFINE_INSTANCED_PROP( float, _Intensity)
UNITY_DEFINE_INSTANCED_PROP( float4, _IntersectionColor)
UNITY_DEFINE_INSTANCED_PROP( float, _IntersectionIntensity)
UNITY_DEFINE_INSTANCED_PROP( float, _Metalic)
UNITY_INSTANCING_BUFFER_END( Props )
struct VertexInput {
float4 vertex : POSITION;
......@@ -65,6 +66,7 @@ Shader "Shader Forge/Sheild" {
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
......@@ -76,10 +78,22 @@ Shader "Shader Forge/Sheild" {
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = 1;
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = 0.5;
float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float _Metalic_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Metalic );
float3 specularColor = float3(_Metalic_var,_Metalic_var,_Metalic_var);
float3 directSpecular = attenColor * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
float3 specular = directSpecular;
////// Emissive:
float4 _Color_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Color );
float _Intensity_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Intensity );
......@@ -90,13 +104,100 @@ Shader "Shader Forge/Sheild" {
float2 node_5641 = float2(i.uv0.r,(i.uv0.g+frac(node_7398.r)));
float4 _ShieldTxture_var = tex2D(_ShieldTxture,TRANSFORM_TEX(node_5641, _ShieldTxture));
float3 emissive = saturate(min(node_2871,(node_2871*(_ShieldTxture_var.rgb.r*(sin((node_7398.g*4.0))*0.3+0.5)))));
float3 finalColor = emissive;
/// Final Color:
float3 finalColor = specular + emissive;
fixed4 finalRGBA = fixed4(finalColor,0.1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd
#pragma multi_compile_fog
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _ShieldTxture; uniform float4 _ShieldTxture_ST;
UNITY_INSTANCING_BUFFER_START( Props )
UNITY_DEFINE_INSTANCED_PROP( float4, _Color)
UNITY_DEFINE_INSTANCED_PROP( float, _Intensity)
UNITY_DEFINE_INSTANCED_PROP( float4, _IntersectionColor)
UNITY_DEFINE_INSTANCED_PROP( float, _IntersectionIntensity)
UNITY_DEFINE_INSTANCED_PROP( float, _Metalic)
UNITY_INSTANCING_BUFFER_END( Props )
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float4 projPos : TEXCOORD3;
LIGHTING_COORDS(4,5)
UNITY_FOG_COORDS(6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
o.uv0 = v.texcoord0;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos( v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
o.projPos = ComputeScreenPos (o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
TRANSFER_VERTEX_TO_FRAGMENT(o)
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;
float sceneZ = max(0,LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))) - _ProjectionParams.g);
float partZ = max(0,i.projPos.z - _ProjectionParams.g);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
///////// Gloss:
float gloss = 0.5;
float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
float NdotL = saturate(dot( normalDirection, lightDirection ));
float _Metalic_var = UNITY_ACCESS_INSTANCED_PROP( Props, _Metalic );
float3 specularColor = float3(_Metalic_var,_Metalic_var,_Metalic_var);
float3 directSpecular = attenColor * pow(max(0,dot(reflect(-lightDirection, normalDirection),viewDirection)),specPow)*specularColor;
float3 specular = directSpecular;
/// Final Color:
float3 finalColor = specular;
fixed4 finalRGBA = fixed4(finalColor * 0.1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
......
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