[TASK] Working on duck-catching minigame

This commit is contained in:
2019-08-27 01:48:20 +02:00
parent a507a4e70e
commit 9057c295da
3403 changed files with 8231793 additions and 40 deletions

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Shader "PolygonArsenal/PolyIntense" {
Properties{
_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex("Particle Texture", 2D) = "white" {}
_InvFade("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_Glow("Intensity", Range(0, 5)) = 1
}
Category{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend One One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
half _Glow;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag(v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate(_InvFade * (sceneZ - partZ));
i.color.a *= fade;
#endif
fixed4 col = 2.0f * i.color;
col *= _Glow * _TintColor * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "PolygonArsenal/PolyLitSurface"
{
Properties
{
_GlowIntensity("Glow Intensity", Range( 1 , 5)) = 1
_Smoothness("Smoothness", Range( 0 , 1)) = 0
_Metallic("Metallic", Range( 0 , 1)) = 0
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows exclude_path:deferred
struct Input
{
float4 vertexColor : COLOR;
};
uniform half _GlowIntensity;
uniform float _Metallic;
uniform float _Smoothness;
void surf( Input i , inout SurfaceOutputStandard o )
{
o.Albedo = i.vertexColor.rgb;
o.Emission = ( i.vertexColor * _GlowIntensity ).rgb;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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WireConnection;14;1;12;0
WireConnection;0;0;1;0
WireConnection;0;2;14;0
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//CHKSM=3B4480D0FE5496C4347351026CF3D02DF5598BFA

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Shader "PolygonArsenal/PolyRimLightSelective"
{
Properties
{
_InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimWidth ("Rim Width", Range(0.2,20.0)) = 3.0
_RimGlow ("Rim Glow Multiplier", Range(0.0,9.0)) = 1.0
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
Cull Back
Lighting Off
Blend One One
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float3 viewDir;
float4 vertexColor : COLOR;
};
float4 _InnerColor;
float4 _RimColor;
float _RimWidth;
float _RimGlow;
void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = IN.vertexColor.rgba;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * _RimGlow * pow (rim, _RimWidth);
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
}

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Shader "PolygonArsenal/PolyRimLightSolid"
{
Properties
{
_InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimWidth ("Rim Width", Range(0.2,20.0)) = 3.0
_RimGlow ("Rim Glow Multiplier", Range(0.0,9.0)) = 1.0
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
Cull Back
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float3 viewDir;
};
float4 _InnerColor;
float4 _RimColor;
float _RimWidth;
float _RimGlow;
void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = _InnerColor.rgb;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * _RimGlow * pow (rim, _RimWidth);
}
ENDCG
}
Fallback "Diffuse"
}

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Shader "PolygonArsenal/PolyRimLightTransparent"
{
Properties
{
_InnerColor ("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0)
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimWidth ("Rim Width", Range(0.2,20.0)) = 3.0
_RimGlow ("Rim Glow Multiplier", Range(0.0,9.0)) = 1.0
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
Cull Back
Lighting Off
Blend One One
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float3 viewDir;
};
float4 _InnerColor;
float4 _RimColor;
float _RimWidth;
float _RimGlow;
void surf (Input IN, inout SurfaceOutput o)
{
o.Albedo = _InnerColor.rgb;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * _RimGlow * pow (rim, _RimWidth);
}
ENDCG
}
Fallback "Diffuse"
}

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