Menu Screen + UI Restyle
Created menu screen Created inventory tab with 2 cargo panes and properties panel Updated the style of every UI prefab Implemented Blurred UI material Implemented UI shaders for map layers Created Map tab (still needs input)
This commit is contained in:
parent
ac0361fd9b
commit
4f19189244
106 changed files with 11233 additions and 24584 deletions
12
.idea/.idea.Aetheria-Economy/.idea/contentModel.xml
generated
12
.idea/.idea.Aetheria-Economy/.idea/contentModel.xml
generated
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@ -24,7 +24,13 @@
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</e>
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</e>
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</e>
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<e p="FilterTest.cs" t="Include" />
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<e p="FitToCamera.cs" t="Include" />
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<e p="GaussianBlurFilter.shader" t="Include" />
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<e p="InventoryMenu.cs" t="Include" />
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<e p="MapRenderer.cs" t="Include" />
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<e p="MenuPanel.cs" t="Include" />
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<e p="MenuTabButton.cs" t="Include" />
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<e p="Plugins" t="Include">
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<e p="AsyncAwaitUtil" t="Include">
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<e p="Source" t="Include">
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@ -1944,6 +1950,7 @@
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<e p="MouseHover.cs" t="Include" />
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<e p="PropertiesList.cs" t="Include" />
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<e p="PropertiesPanel.cs" t="Include" />
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<e p="Property.cs" t="Include" />
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<e p="PropertyButton.cs" t="Include" />
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<e p="PropertyLabel.cs" t="Include" />
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<e p="RangedFloatField.cs" t="Include" />
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@ -1962,6 +1969,7 @@
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</e>
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<e p="Shaders" t="Include">
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<e p="AdditiveUI.shader" t="Include" />
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<e p="AdditiveUIDetail.shader" t="Include" />
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<e p="Background.shader" t="Include" />
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<e p="Brushes" t="Include">
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<e p="CellBrush.shader" t="Include" />
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@ -1981,7 +1989,11 @@
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<e p="DitheredParticles.shader" t="Include" />
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<e p="GalaxyMap.shader" t="Include" />
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<e p="Isolines.shader" t="Include" />
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<e p="IsolinesUI.shader" t="Include" />
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<e p="MaskedUIBlur.shader" t="Include" />
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<e p="MaskedWorldSpaceAdditiveUI.shader" t="Include" />
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<e p="MaskedWorldSpaceUI.shader" t="Include" />
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<e p="Particle Standard Unlit.shader" t="Include" />
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<e p="Raymarching" t="Include">
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<e p="VolumeJupiter.shader" t="Include" />
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<e p="VolumeRender.shader" t="Include" />
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@ -2,5 +2,7 @@
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<s:Boolean x:Key="/Default/UserDictionary/Words/=equippable/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Hardpoint/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=hardpoints/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=isoline/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=isolines/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Loadout/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Planetoid/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
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@ -458,7 +458,7 @@
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<Compile Include="Assets\Scripts\NIH\MSAGL\Routing\Spline\Bundling\TimeMeasurer.cs" />
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<Compile Include="Assets\Scripts\NIH\MSAGL\Core\DataStructures\CollectionUtilities.cs" />
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<Compile Include="Assets\Scripts\NIH\MSAGL\Layout\LargeGraphLayout\LgEdgeInfo.cs" />
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<Compile Include="Assets\Scripts\UI\PropertyButton.cs" />
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<Compile Include="Assets\Scripts\UI\Property.cs" />
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<Compile Include="Assets\Scripts\NIH\MSAGL\Core\DataStructures\Size.cs" />
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<Compile Include="Assets\Scripts\NIH\MSAGL\Routing\Rectilinear\Nudging\StaircaseRemover.cs" />
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<Compile Include="Assets\Scripts\NIH\MSAGL\Core\Layout\ProximityOverlapRemoval\MST\MstLineSweeper.cs" />
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@ -677,6 +677,12 @@
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<Compile Include="Assets\Scripts\NIH\MSAGL\Routing\Spline\Bundling\PointPairOrder.cs" />
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<Compile Include="Assets\FitToCamera.cs" />
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<Compile Include="Assets\Scripts\UI\InventoryPanel.cs" />
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<Compile Include="Assets\Scripts\UI\PropertyButton.cs" />
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<Compile Include="Assets\MenuPanel.cs" />
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<Compile Include="Assets\MenuTabButton.cs" />
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<Compile Include="Assets\InventoryMenu.cs" />
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<Compile Include="Assets\FilterTest.cs" />
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<Compile Include="Assets\MapRenderer.cs" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMPro.cginc" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile Overlay.shader" />
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<None Include="Assets\Shaders\Clouds.shader" />
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@ -690,12 +696,15 @@
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<None Include="Assets\Shaders\GalaxyMap.shader" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface-Mobile.shader" />
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<None Include="Assets\Scripts\NIH\GPU Noise\SimplexNoise3D.cginc" />
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<None Include="Assets\Shaders\IsolinesUI.shader" />
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<None Include="Assets\Shaders\Compute\Stardust.compute" />
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<None Include="Assets\Shaders\Compute\Stardust.shader" />
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<None Include="Assets\Shaders\MaskedWorldSpaceUI.shader" />
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<None Include="Assets\Shaders\Brushes\PowerBrush.shader" />
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<None Include="Assets\Shaders\DitheredParticles.shader" />
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<None Include="Assets\Shaders\Raymarching\VolumeJupiter.shader" />
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<None Include="Assets\Shaders\ViewNormalEmissive.shader" />
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<None Include="Assets\Shaders\Particle Standard Unlit.shader" />
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<None Include="Assets\Shaders\Brushes\CubicPulseBrush.shader" />
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<None Include="Assets\Scripts\NIH\GPU Noise\SimplexNoiseGrad3D.cginc" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface.shader" />
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@ -716,12 +725,15 @@
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<None Include="Assets\Shaders\Dither Functions.cginc" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile Masking.shader" />
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<None Include="Assets\Shaders\Brushes\SimplexBrush.shader" />
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<None Include="Assets\GaussianBlurFilter.shader" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF Overlay.shader" />
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<None Include="Assets\Shaders\Isolines.shader" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_Bitmap-Mobile.shader" />
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<None Include="Assets\TextMesh Pro\Fonts\LiberationSans - OFL.txt" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile.shader" />
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<None Include="Assets\Shaders\Brushes\CellBrush.shader" />
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<None Include="Assets\Shaders\MaskedWorldSpaceAdditiveUI.shader" />
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<None Include="Assets\Shaders\AdditiveUIDetail.shader" />
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<None Include="Assets\Shaders\Raymarching\VolumeSun.shader" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_Sprite.shader" />
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<Reference Include="Unity.Timeline.Editor">
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71
Assets/FilterTest.cs
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71
Assets/FilterTest.cs
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@ -0,0 +1,71 @@
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using UnityEngine;
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[ExecuteInEditMode]
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public class FilterTest : MonoBehaviour
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{
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enum DownSampleMode { Off, Half, Quarter }
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[SerializeField, HideInInspector]
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private Shader _shader;
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[SerializeField]
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private DownSampleMode _downSampleMode = DownSampleMode.Quarter;
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[SerializeField, Range(0, 8)]
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private int _iteration = 4;
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private Material _material;
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private int _width;
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private int _height;
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private RenderTexture _target;
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void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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Graphics.Blit(source,destination);
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if (_material == null)
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{
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_material = new Material(_shader);
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_material.hideFlags = HideFlags.HideAndDontSave;
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}
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if (Screen.width != _width || Screen.height != _height)
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{
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_width = Screen.width;
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_height = Screen.height;
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else if (_downSampleMode == DownSampleMode.Quarter)
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_target = new RenderTexture(_width / 4, _height / 4, 0);
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}
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RenderTexture rt2;
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if (_downSampleMode == DownSampleMode.Half)
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{
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rt2 = RenderTexture.GetTemporary(source.width / 2, source.height / 2);
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Graphics.Blit(source, _target);
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}
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else if (_downSampleMode == DownSampleMode.Quarter)
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{
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rt2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4);
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Graphics.Blit(source, _target, _material, 0);
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}
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else
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{
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rt2 = RenderTexture.GetTemporary(source.width, source.height);
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Graphics.Blit(source, _target);
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}
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for (var i = 0; i < _iteration; i++)
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{
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Graphics.Blit(_target, rt2, _material, 1);
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Graphics.Blit(rt2, _target, _material, 2);
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}
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RenderTexture.ReleaseTemporary(rt2);
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Shader.SetGlobalTexture("_CameraBlur", _target);
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}
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}
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12
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12
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86
Assets/GaussianBlurFilter.shader
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86
Assets/GaussianBlurFilter.shader
Normal file
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@ -0,0 +1,86 @@
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Shader "Hidden/Gaussian Blur Filter"
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{
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Properties
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{
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CGINCLUDE
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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// 9-tap Gaussian filter with linear sampling
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// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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half4 gaussian_filter(float2 uv, float2 stride)
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{
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half4 s = tex2D(_MainTex, uv) * 0.227027027;
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half4 frag_quarter(v2f_img i) : SV_Target
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{
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half4 s;
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half4 frag_blur_h(v2f_img i) : SV_Target
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{
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half4 frag_blur_v(v2f_img i) : SV_Target
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{
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ENDCG
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Subshader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_quarter
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ENDCG
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_blur_h
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#pragma target 3.0
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ENDCG
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}
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag_blur_v
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#pragma target 3.0
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ENDCG
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}
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}
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}
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9
Assets/GaussianBlurFilter.shader.meta
Normal file
9
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19
Assets/InventoryMenu.cs
Normal file
19
Assets/InventoryMenu.cs
Normal file
|
|
@ -0,0 +1,19 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class InventoryMenu : MonoBehaviour
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{
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public InventoryPanel LeftInventoryPanel;
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public InventoryPanel RightInventoryPanel;
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void Start()
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{
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}
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void Update()
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{
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}
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}
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11
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11
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99
Assets/MapRenderer.cs
Normal file
99
Assets/MapRenderer.cs
Normal file
|
|
@ -0,0 +1,99 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Mathematics;
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using UnityEngine.UI;
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using static Unity.Mathematics.math;
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using int2 = Unity.Mathematics.int2;
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public class MapRenderer : MonoBehaviour
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{
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public Canvas Canvas;
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public Camera MapOverlayCamera;
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public Camera GravityCamera;
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public Camera TintCamera;
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public Image OverlayDisplay;
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public Image GravityDisplay;
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public Image TintDisplay;
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public float Scale;
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public float2 Position;
|
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private RectTransform _rect;
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private RenderTexture _mapTexture;
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private RenderTexture _gravityTexture;
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void Start()
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GravityCamera.gameObject.SetActive(true);
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TintCamera.gameObject.SetActive(true);
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}
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private void OnDisable()
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if (_mapTexture != null)
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{
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_mapTexture.Release();
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_gravityTexture.Release();
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_gravityTexture = null;
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_tintTexture.Release();
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_tintTexture = null;
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}
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MapOverlayCamera.gameObject.SetActive(false);
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GravityCamera.gameObject.SetActive(false);
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TintCamera.gameObject.SetActive(false);
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}
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void LateUpdate()
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{
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if (_init || size.x != _size.x || size.y != _size.y)
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{
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if (_mapTexture != null)
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{
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_tintTexture.Release();
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TintDisplay.material.SetTexture("_DetailTex", _tintTexture);
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}
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var pos = ((Vector2) Position).Flatland();
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MapOverlayCamera.transform.position = pos;
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MapOverlayCamera.orthographicSize = _size.y * Scale * .5f;
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GravityCamera.orthographicSize = _size.y * Scale * .5f;
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GravityDisplay.material.SetFloat("_Scale", Scale);
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TintCamera.transform.position = pos;
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TintCamera.orthographicSize = _size.y * Scale * .5f;
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}
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11
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11
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90
Assets/Materials/UI/Map Background Tint.mat
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54
Assets/MenuPanel.cs
Normal file
54
Assets/MenuPanel.cs
Normal file
|
|
@ -0,0 +1,54 @@
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using System;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
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public class MenuPanel : MonoBehaviour
|
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{
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public Color ActiveTabColor;
|
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|
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private MenuTabButton _current;
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public void ShowTab(MenuTab tab)
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{
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gameObject.SetActive(true);
|
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if (_current == _tabs[tab]) return;
|
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if(_current != null)
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{
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}
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_current.Text.color = ActiveTabColor;
|
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|
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TabChanged?.Invoke(tab);
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}
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void Start()
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{
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foreach (var tabButton in TabButtons.GetComponentsInChildren<MenuTabButton>())
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{
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tabButton.TabContents.SetActive(false);
|
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tabButton.Text.color = InactiveTabColor;
|
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_tabs.Add(tabButton.Tab, tabButton);
|
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tabButton.Button.onClick.AddListener(() => ShowTab(tabButton.Tab));
|
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}
|
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ShowTab(MenuTab.Inventory);
|
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}
|
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}
|
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|
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public enum MenuTab
|
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{
|
||||
Map,
|
||||
Inventory
|
||||
}
|
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11
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11
Assets/MenuPanel.cs.meta
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14
Assets/MenuTabButton.cs
Normal file
14
Assets/MenuTabButton.cs
Normal file
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|
@ -0,0 +1,14 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class MenuTabButton : MonoBehaviour
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{
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public GameObject TabContents;
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public MenuTab Tab;
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11
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11
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@ -23,6 +23,7 @@ TextureImporter:
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@ -45,7 +46,7 @@ TextureImporter:
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@ -57,8 +58,10 @@ TextureImporter:
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@ -69,7 +72,8 @@ TextureImporter:
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(Stored with Git LFS)
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22581
Assets/Scenes/ARPG.unity
22581
Assets/Scenes/ARPG.unity
File diff suppressed because it is too large
Load diff
|
|
@ -5,10 +5,12 @@ using System.IO;
|
|||
using System.Linq;
|
||||
using Cinemachine;
|
||||
using MessagePack;
|
||||
using TMPro;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.UI;
|
||||
using static Unity.Mathematics.math;
|
||||
using float2 = Unity.Mathematics.float2;
|
||||
|
||||
|
|
@ -16,11 +18,13 @@ public class ActionGameManager : MonoBehaviour
|
|||
{
|
||||
public GameSettings Settings;
|
||||
public SectorRenderer SectorRenderer;
|
||||
public MapView MapView;
|
||||
// public MapView MapView;
|
||||
public CinemachineVirtualCamera TopDownCamera;
|
||||
public CinemachineVirtualCamera FollowCamera;
|
||||
public GameObject GameplayUI;
|
||||
public InventoryPanel InventoryPanel;
|
||||
public MenuPanel Menu;
|
||||
public InventoryMenu Inventory;
|
||||
|
||||
//public PlayerInput Input;
|
||||
|
||||
private DirectoryInfo _filePath;
|
||||
|
|
@ -69,22 +73,22 @@ public class ActionGameManager : MonoBehaviour
|
|||
SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
|
||||
};
|
||||
|
||||
_input.Global.MapToggle.performed += context =>
|
||||
{
|
||||
MapView.enabled = !MapView.enabled;
|
||||
GameplayUI.SetActive(!MapView.enabled);
|
||||
if (MapView.enabled)
|
||||
{
|
||||
MapView.BindInput(_input.UI);
|
||||
_input.Player.Disable();
|
||||
}
|
||||
else
|
||||
{
|
||||
_input.Player.Enable();
|
||||
SectorRenderer.ViewDistance = Settings.DefaultViewDistance;
|
||||
SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
|
||||
}
|
||||
};
|
||||
// _input.Global.MapToggle.performed += context =>
|
||||
// {
|
||||
// MapView.enabled = !MapView.enabled;
|
||||
// GameplayUI.SetActive(!MapView.enabled);
|
||||
// if (MapView.enabled)
|
||||
// {
|
||||
// MapView.BindInput(_input.UI);
|
||||
// _input.Player.Disable();
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// _input.Player.Enable();
|
||||
// SectorRenderer.ViewDistance = Settings.DefaultViewDistance;
|
||||
// SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
|
||||
// }
|
||||
// };
|
||||
|
||||
ConsoleController.AddCommand("editmode", _ => ToggleEditMode());
|
||||
ConsoleController.AddCommand("savezone", args =>
|
||||
|
|
@ -93,11 +97,19 @@ public class ActionGameManager : MonoBehaviour
|
|||
Zone.Data.Name = args[0];
|
||||
SaveZone();
|
||||
});
|
||||
|
||||
var hullType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Ship);
|
||||
var hull = ItemManager.CreateInstance(hullType, 0, 1) as EquippableItem;
|
||||
var entity = new Ship(ItemManager, Zone, hull);
|
||||
InventoryPanel.Display(ItemManager, entity);
|
||||
|
||||
// MapButton.onClick.AddListener(() =>
|
||||
// {
|
||||
// if (_currentMenuTabButton == MapPanel) return;
|
||||
//
|
||||
// _currentMenuTabButton.GetComponent<TextMeshProUGUI>().color = Color.white;
|
||||
// _currentMenuTabButton = MapButton;
|
||||
// });
|
||||
//
|
||||
// var hullType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Ship);
|
||||
// var hull = ItemManager.CreateInstance(hullType, 0, 1) as EquippableItem;
|
||||
// var entity = new Ship(ItemManager, Zone, hull);
|
||||
//InventoryPanel.Display(ItemManager, entity);
|
||||
}
|
||||
|
||||
public void SaveZone() => File.WriteAllBytes(
|
||||
|
|
|
|||
|
|
@ -17,8 +17,6 @@ public class SectorRenderer : MonoBehaviour
|
|||
public Transform ZoneRoot;
|
||||
public Transform SectorBrushes;
|
||||
public MeshRenderer SectorBoundaryBrush;
|
||||
public MeshRenderer MinimapGravityQuad;
|
||||
public MeshRenderer MinimapTintQuad;
|
||||
public CinemachineVirtualCamera SceneCamera;
|
||||
public Camera[] FogCameras;
|
||||
public Camera[] MinimapCameras;
|
||||
|
|
@ -85,7 +83,7 @@ public class SectorRenderer : MonoBehaviour
|
|||
{
|
||||
foreach(var camera in MinimapCameras)
|
||||
camera.orthographicSize = value;
|
||||
MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one;
|
||||
// MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one;
|
||||
foreach (var planet in _planets.Values)
|
||||
planet.Icon.transform.localScale = Settings.IconSize / 256 * value * Vector3.one;
|
||||
}
|
||||
|
|
@ -307,14 +305,14 @@ public class SectorRenderer : MonoBehaviour
|
|||
SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
|
||||
var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * Settings.PlanetSettings.ZoneDepth;
|
||||
var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth;
|
||||
MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth);
|
||||
MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange);
|
||||
// MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth);
|
||||
// MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange);
|
||||
FogMaterial.SetFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog);
|
||||
FogMaterial.SetVector("_GridTransform", new Vector4(fogPos.x,fogPos.z,_viewDistance*2));
|
||||
var gravPos = MinimapGravityQuad.transform.position;
|
||||
gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth;
|
||||
MinimapGravityQuad.transform.position = gravPos;
|
||||
MinimapTintQuad.transform.position = gravPos - Vector3.up*10;
|
||||
// var gravPos = MinimapGravityQuad.transform.position;
|
||||
// gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth;
|
||||
// MinimapGravityQuad.transform.position = gravPos;
|
||||
// MinimapTintQuad.transform.position = gravPos - Vector3.up*10;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -530,20 +530,20 @@ public class EquippedCargoBay : EquippedItem
|
|||
public readonly ItemInstance[,] Occupancy;
|
||||
|
||||
public readonly Dictionary<Guid, List<ItemInstance>> ItemsOfType = new Dictionary<Guid, List<ItemInstance>>();
|
||||
|
||||
private readonly CargoBayData _cargoData;
|
||||
|
||||
public readonly CargoBayData Data;
|
||||
|
||||
public float Mass { get; private set; }
|
||||
public float ThermalMass { get; private set; }
|
||||
|
||||
public EquippedCargoBay(ItemManager itemManager, EquippableItem item, int2 position) : base(itemManager, item, position)
|
||||
{
|
||||
_cargoData = _itemManager.GetData(EquippableItem) as CargoBayData;
|
||||
Data = _itemManager.GetData(EquippableItem) as CargoBayData;
|
||||
|
||||
Mass = _cargoData.Mass;
|
||||
ThermalMass = _cargoData.Mass * _cargoData.SpecificHeat;
|
||||
Mass = Data.Mass;
|
||||
ThermalMass = Data.Mass * Data.SpecificHeat;
|
||||
|
||||
Occupancy = new ItemInstance[_cargoData.InteriorShape.Width,_cargoData.InteriorShape.Height];
|
||||
Occupancy = new ItemInstance[Data.InteriorShape.Width,Data.InteriorShape.Height];
|
||||
}
|
||||
|
||||
// Check whether the given item will fit when its origin is placed at the given coordinate
|
||||
|
|
@ -587,7 +587,7 @@ public class EquippedCargoBay : EquippedItem
|
|||
}
|
||||
|
||||
// Search all the space in the cargo bay for an empty space where the item fits
|
||||
foreach (var cargoCoord in _cargoData.InteriorShape.Coordinates)
|
||||
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
|
||||
{
|
||||
if (ItemFits(item, cargoCoord))
|
||||
{
|
||||
|
|
@ -660,7 +660,7 @@ public class EquippedCargoBay : EquippedItem
|
|||
public bool TryFindSpace(CraftedItemInstance item, out int2 position)
|
||||
{
|
||||
// Search all the space in the cargo bay for an empty space where the item fits
|
||||
foreach (var cargoCoord in _cargoData.InteriorShape.Coordinates)
|
||||
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
|
||||
{
|
||||
if (ItemFits(item, cargoCoord))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -45,11 +45,11 @@ public class Shape
|
|||
{
|
||||
var newCells = new bool[width, height];
|
||||
|
||||
for (int x = 0; x < width && x < Width; x++)
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
for (int y = 0; y < height && y < Height; y++)
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
newCells[x, y] = Cells[x, y];
|
||||
newCells[x, y] = x >= Width || y >= Height || Cells[x, y];
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -315,16 +315,22 @@ public class HardpointData : ITintInspector
|
|||
{
|
||||
get
|
||||
{
|
||||
if (_tintColors == null)
|
||||
{
|
||||
var hardpointTypes = ((HardpointType[]) Enum.GetValues(typeof(HardpointType)));
|
||||
_tintColors = hardpointTypes.ToDictionary(x => x,
|
||||
x => ColorMath.HsvToRgb(float3((float)(int)x/hardpointTypes.Length, 1, 1)));
|
||||
}
|
||||
|
||||
return _tintColors.ContainsKey(Type) ? _tintColors[Type] : _tintColors[HardpointType.Hull];
|
||||
return GetColor(Type);
|
||||
}
|
||||
}
|
||||
|
||||
public static float3 GetColor(HardpointType type)
|
||||
{
|
||||
if (_tintColors == null)
|
||||
{
|
||||
var hardpointTypes = ((HardpointType[]) Enum.GetValues(typeof(HardpointType)));
|
||||
_tintColors = hardpointTypes.ToDictionary(x => x,
|
||||
x => ColorMath.HsvToRgb(float3((float)(int)x/hardpointTypes.Length, 1, 1)));
|
||||
}
|
||||
|
||||
return _tintColors.ContainsKey(type) ? _tintColors[type] : _tintColors[HardpointType.Hull];
|
||||
}
|
||||
|
||||
private static Dictionary<HardpointType, float3> _tintColors;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,10 +2,11 @@
|
|||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ButtonField : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI Label;
|
||||
public TextMeshProUGUI ButtonLabel;
|
||||
public FlatFlatButton Button;
|
||||
public Button Button;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,28 +2,29 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ConfirmationDialog : PropertiesPanel
|
||||
{
|
||||
public ClickCatcher CancelClickCatcher;
|
||||
public FlatButton Cancel;
|
||||
public FlatButton Confirm;
|
||||
public Button Cancel;
|
||||
public Button Confirm;
|
||||
|
||||
private Action _onCancel;
|
||||
private Action _onConfirm;
|
||||
|
||||
private new void Start()
|
||||
{
|
||||
Cancel.OnClick += () =>
|
||||
Cancel.onClick.AddListener(() =>
|
||||
{
|
||||
_onCancel?.Invoke();
|
||||
End();
|
||||
};
|
||||
Confirm.OnClick += () =>
|
||||
});
|
||||
Confirm.onClick.AddListener(() =>
|
||||
{
|
||||
_onConfirm?.Invoke();
|
||||
End();
|
||||
};
|
||||
});
|
||||
if (CancelClickCatcher != null)
|
||||
CancelClickCatcher.OnClick += data =>
|
||||
{
|
||||
|
|
|
|||
|
|
@ -46,12 +46,13 @@ public class DropdownMenu : MonoBehaviour
|
|||
{
|
||||
var optionButton = Instantiate(OptionPrefab, ContentRoot);
|
||||
optionButton.Label.text = text;
|
||||
optionButton.Button.OnClick += data =>
|
||||
optionButton.Button.onClick.AddListener(() =>
|
||||
{
|
||||
action();
|
||||
End();
|
||||
};
|
||||
optionButton.Button.CurrentState = !enabled ? FlatButtonState.Disabled : selected ? FlatButtonState.Selected : FlatButtonState.Unselected;
|
||||
});
|
||||
optionButton.Button.interactable = enabled;
|
||||
//optionButton.Button..CurrentState = !enabled ? FlatButtonState.Disabled : selected ? FlatButtonState.Selected : FlatButtonState.Unselected;
|
||||
_options.Add(optionButton.gameObject);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,11 +2,12 @@
|
|||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class IncrementField : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI Label;
|
||||
public TextMeshProUGUI Value;
|
||||
public FlatFlatButton Increment;
|
||||
public FlatFlatButton Decrement;
|
||||
public Button Increment;
|
||||
public Button Decrement;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,9 +2,9 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using int2 = Unity.Mathematics.int2;
|
||||
|
||||
|
|
@ -70,7 +70,7 @@ public class InventoryPanel : MonoBehaviour
|
|||
spriteIndex += 1 << i;
|
||||
}
|
||||
|
||||
if (spriteIndex == 15)
|
||||
if (spriteIndex == 0)
|
||||
{
|
||||
var empty = new GameObject("Empty Node", typeof(RectTransform));
|
||||
empty.transform.SetParent(Grid.transform);
|
||||
|
|
@ -80,7 +80,54 @@ public class InventoryPanel : MonoBehaviour
|
|||
var node = NodePrototype.Instantiate<Prototype>().gameObject;
|
||||
var image = node.GetComponentInChildren<Image>();
|
||||
image.sprite = NodeTextures[spriteIndex];
|
||||
image.color = hardpoint != null ? hardpoint.TintColor.ToColor() : interior ? Color.white * .5f : Color.white;
|
||||
image.color = hardpoint?.TintColor.ToColor() ?? (interior ? Color.white * .5f : Color.white);
|
||||
return node;
|
||||
});
|
||||
}
|
||||
|
||||
public void Display(ItemManager manager, EquippedCargoBay cargo)
|
||||
{
|
||||
Grid.constraintCount = cargo.Data.Shape.Width;
|
||||
_nodeInstances = cargo.Data.Shape.AllCoordinates
|
||||
.ToDictionary(v => v,
|
||||
v =>
|
||||
{
|
||||
if (!cargo.Data.Shape[v])
|
||||
{
|
||||
var empty = new GameObject("Empty Node", typeof(RectTransform));
|
||||
empty.transform.SetParent(Grid.transform);
|
||||
return empty;
|
||||
}
|
||||
|
||||
var spriteIndex = 0;
|
||||
var item = cargo.Occupancy[v.x, v.y];
|
||||
|
||||
bool ItemMatch(int2 offset) =>
|
||||
!cargo.Data.Shape[v + offset] ||
|
||||
item == null ||
|
||||
cargo.Occupancy[v.x + offset.x, v.y + offset.y] != item;
|
||||
|
||||
for(int i = 0; i < 8; i++)
|
||||
if (ItemMatch(_offsets[i]))
|
||||
spriteIndex += 1 << i;
|
||||
|
||||
if (spriteIndex == 0)
|
||||
{
|
||||
var empty = new GameObject("Empty Node", typeof(RectTransform));
|
||||
empty.transform.SetParent(Grid.transform);
|
||||
return empty;
|
||||
}
|
||||
|
||||
var node = NodePrototype.Instantiate<Prototype>().gameObject;
|
||||
var image = node.GetComponentInChildren<Image>();
|
||||
image.sprite = NodeTextures[spriteIndex];
|
||||
var itemData = manager.GetData(item);
|
||||
if (item == null)
|
||||
image.color = Color.white * .5f;
|
||||
else if (itemData is EquippableItemData equippable)
|
||||
image.color = HardpointData.GetColor(equippable.HardpointType).ToColor();
|
||||
else
|
||||
image.color = Color.white;
|
||||
return node;
|
||||
});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ public class PropertiesList : PropertiesPanel
|
|||
{
|
||||
public Image FoldoutIcon;
|
||||
public float FoldoutRotationDamping;
|
||||
public FlatFlatButton Button;
|
||||
public Button Button;
|
||||
public VerticalLayoutGroup LayoutGroup;
|
||||
public int FoldedPadding = -8;
|
||||
public int ExpandedPadding = 8;
|
||||
|
|
@ -24,7 +24,7 @@ public class PropertiesList : PropertiesPanel
|
|||
|
||||
public new void Awake()
|
||||
{
|
||||
Button.OnClick += _ => ToggleExpand();
|
||||
Button.onClick.AddListener(ToggleExpand);
|
||||
OnPropertyAdded += go => go.SetActive(_expanded);
|
||||
//SetExpanded(true, true);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,11 +16,11 @@ public class PropertiesPanel : MonoBehaviour
|
|||
{
|
||||
public DropdownMenu Dropdown;
|
||||
public TextMeshProUGUI Title;
|
||||
public RectTransform SectionPrefab;
|
||||
public PropertiesList ListPrefab;
|
||||
public PropertyButton PropertyPrefab;
|
||||
public PropertyLabel PropertyLabelPrefab;
|
||||
public AttributeProperty AttributePrefab;
|
||||
public RectTransform Section;
|
||||
public PropertiesList List;
|
||||
public Property Property;
|
||||
public PropertyLabel PropertyLabel;
|
||||
public AttributeProperty Attribute;
|
||||
public InputField InputField;
|
||||
public RangedFloatField RangedFloatField;
|
||||
public RangedFloatField ProgressField;
|
||||
|
|
@ -82,38 +82,21 @@ public class PropertiesPanel : MonoBehaviour
|
|||
|
||||
public RectTransform AddSection(string name)
|
||||
{
|
||||
var section = Instantiate(SectionPrefab, transform);
|
||||
var section = Instantiate(Section, transform);
|
||||
section.GetComponentInChildren<TextMeshProUGUI>().text = name;
|
||||
Properties.Add(section.gameObject);
|
||||
OnPropertyAdded?.Invoke(section.gameObject);
|
||||
return section;
|
||||
}
|
||||
|
||||
public PropertyButton AddProperty(string name, Func<string> read = null, Action<PointerEventData> onClick = null, bool radio = false)
|
||||
public Property AddProperty(string name, Func<string> read = null)
|
||||
{
|
||||
PropertyButton property;
|
||||
Property property;
|
||||
if(read != null)
|
||||
property = Instantiate(PropertyLabelPrefab, transform);
|
||||
property = Instantiate(PropertyLabel, transform);
|
||||
else
|
||||
property = Instantiate(PropertyPrefab, transform);
|
||||
property = Instantiate(Property, transform);
|
||||
property.Label.text = name;
|
||||
if (radio)
|
||||
{
|
||||
RadioSelection = true;
|
||||
Buttons.Add(property.Button);
|
||||
property.Button.OnClick += data =>
|
||||
{
|
||||
if (data.button == PointerEventData.InputButton.Left)
|
||||
{
|
||||
if (SelectedChild != null)
|
||||
SelectedChild.CurrentState = FlatButtonState.Unselected;
|
||||
SelectedChild = property.Button;
|
||||
SelectedChild.CurrentState = FlatButtonState.Selected;
|
||||
}
|
||||
onClick?.Invoke(data);
|
||||
};
|
||||
}
|
||||
else if(onClick!=null) property.Button.OnClick += onClick;
|
||||
|
||||
if (read != null)
|
||||
RefreshPropertyValues += () => ((PropertyLabel) property).Value.text = read.Invoke();
|
||||
|
|
@ -124,7 +107,7 @@ public class PropertiesPanel : MonoBehaviour
|
|||
|
||||
public PropertiesList AddList(string name) //, IEnumerable<(string, Func<string>)> elements)
|
||||
{
|
||||
var list = Instantiate(ListPrefab, transform);
|
||||
var list = Instantiate(List, transform);
|
||||
list.Context = Context;
|
||||
list.Dropdown = Dropdown;
|
||||
list.Title.text = name;
|
||||
|
|
@ -144,7 +127,7 @@ public class PropertiesPanel : MonoBehaviour
|
|||
|
||||
public AttributeProperty AddPersonalityProperty(PersonalityAttribute attribute, Func<float> read)
|
||||
{
|
||||
var attributeInstance = Instantiate(AttributePrefab, transform);
|
||||
var attributeInstance = Instantiate(Attribute, transform);
|
||||
attributeInstance.Title.text = attribute.Name;
|
||||
attributeInstance.HighLabel.text = attribute.HighName;
|
||||
attributeInstance.LowLabel.text = attribute.LowName;
|
||||
|
|
@ -154,22 +137,22 @@ public class PropertiesPanel : MonoBehaviour
|
|||
return attributeInstance;
|
||||
}
|
||||
|
||||
public virtual PropertyButton AddButton(string name, Action<PointerEventData> onClick)
|
||||
public virtual PropertyButton AddButton(string name, Action onClick)
|
||||
{
|
||||
var button = Instantiate(PropertyButton, transform);
|
||||
button.Label.text = name;
|
||||
button.Button.OnClick += onClick;
|
||||
button.Button.onClick.AddListener(() => onClick());
|
||||
Properties.Add(button.gameObject);
|
||||
OnPropertyAdded?.Invoke(button.gameObject);
|
||||
return button;
|
||||
}
|
||||
|
||||
public void AddButton(string name, string label, Action<PointerEventData> onClick)
|
||||
public void AddButton(string name, string label, Action onClick)
|
||||
{
|
||||
var button = Instantiate(ButtonField, transform);
|
||||
button.Label.text = name;
|
||||
button.ButtonLabel.text = label;
|
||||
button.Button.OnClick += onClick;
|
||||
button.Button.onClick.AddListener(() => onClick());
|
||||
Properties.Add(button.gameObject);
|
||||
OnPropertyAdded?.Invoke(button.gameObject);
|
||||
}
|
||||
|
|
@ -243,8 +226,8 @@ public class PropertiesPanel : MonoBehaviour
|
|||
{
|
||||
var field = Instantiate(IncrementField, transform);
|
||||
field.Label.text = name;
|
||||
field.Increment.OnClick += data => write(read() + 1);
|
||||
field.Decrement.OnClick += data => write(read() - 1);
|
||||
field.Increment.onClick.AddListener(() => write(read() + 1));
|
||||
field.Decrement.onClick.AddListener(() => write(read() - 1));
|
||||
RefreshPropertyValues += () =>
|
||||
{
|
||||
var val = read();
|
||||
|
|
@ -253,8 +236,8 @@ public class PropertiesPanel : MonoBehaviour
|
|||
if (val < minval || val > maxval)
|
||||
write(val = clamp(val, minval, maxval));
|
||||
field.Value.text = val.ToString(CultureInfo.InvariantCulture);
|
||||
field.Increment.CurrentState = val == maxval ? FlatButtonState.Disabled : FlatButtonState.Unselected;
|
||||
field.Decrement.CurrentState = val == minval ? FlatButtonState.Disabled : FlatButtonState.Unselected;
|
||||
field.Increment.interactable = val == maxval;
|
||||
field.Decrement.interactable = val == minval;
|
||||
};
|
||||
Properties.Add(field.gameObject);
|
||||
OnPropertyAdded?.Invoke(field.gameObject);
|
||||
|
|
|
|||
9
Assets/Scripts/UI/Property.cs
Normal file
9
Assets/Scripts/UI/Property.cs
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class Property : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI Label;
|
||||
}
|
||||
11
Assets/Scripts/UI/Property.cs.meta
Normal file
11
Assets/Scripts/UI/Property.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8c0b005aebd0cd947a04034f1a42e838
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1,10 +1,9 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PropertyButton : MonoBehaviour
|
||||
public class PropertyButton : Property
|
||||
{
|
||||
public TextMeshProUGUI Label;
|
||||
public FlatFlatButton Button;
|
||||
public Button Button;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8c0b005aebd0cd947a04034f1a42e838
|
||||
guid: 58ab24f16cf869f4d88cd351417103a6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ using System.Collections.Generic;
|
|||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class PropertyLabel : PropertyButton
|
||||
public class PropertyLabel : Property
|
||||
{
|
||||
public TextMeshProUGUI Value;
|
||||
}
|
||||
|
|
|
|||
127
Assets/Shaders/AdditiveUIDetail.shader
Normal file
127
Assets/Shaders/AdditiveUIDetail.shader
Normal file
|
|
@ -0,0 +1,127 @@
|
|||
// ----------------------------------------------------------------------------
|
||||
// <copyright file="AdditiveUI.shader" company="Unity Technologies / Supyrb">
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
// Copyright (c) 2017 Supyrb. All rights reserved.
|
||||
// </copyright>
|
||||
// <author>
|
||||
// Johannes Deml
|
||||
// send@johannesdeml.com
|
||||
// </author>
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
Shader "UI/Additive Detail"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_DetailTex("Detail Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
_DetailGamma ("Detail Gamma", Float) = 1
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha One
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
half _DetailGamma;
|
||||
|
||||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
OUT.color = IN.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _DetailTex;
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
color *= pow(tex2D(_DetailTex, IN.texcoord),_DetailGamma);
|
||||
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Shaders/AdditiveUIDetail.shader.meta
Normal file
9
Assets/Shaders/AdditiveUIDetail.shader.meta
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8fc0e79da4fcefe4b866fab9c74d0e94
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
191
Assets/Shaders/IsolinesUI.shader
Normal file
191
Assets/Shaders/IsolinesUI.shader
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
Shader "UI/Isolines"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_DetailTex ("Detail Texture", 2D) = "white" {}
|
||||
[HDR] _Color ("Color", Color) = (.5,.5,.5,1)
|
||||
[HDR] _AngleColor ("Angle Color", Color) = (.5,.5,.5,1)
|
||||
[HDR] _DangerColor ("Danger Color", Color) = (.5,.5,.5,1)
|
||||
_StartDepth("Start Depth", Float) = 0
|
||||
_DepthRange("Height Range", Float) = 100
|
||||
_LineWidth("Line Width", Float) = .1
|
||||
_LineFade("Line Fade", Float) = .1
|
||||
_AngleWidth("Angle Width", Float) = .1
|
||||
_AngleFade("Angle Fade", Float) = .1
|
||||
// _Angle2Width("Angle 2 Width", Float) = .1
|
||||
// _Angle2Fade("Angle 2 Fade", Float) = .1
|
||||
_DangerSteepness("Danger Steepness", Float) = .1
|
||||
_Scale("Scale", Float) = 1
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
float4 screenPos : TEXCOORD2;
|
||||
//float2 detailtexcoord : TEXCOORD2;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
sampler2D _DetailTex;
|
||||
float4 _DetailTex_ST;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
float4 _DetailTex_TexelSize;
|
||||
fixed4 _Color;
|
||||
fixed4 _AngleColor;
|
||||
fixed4 _DangerColor;
|
||||
float _StartDepth;
|
||||
float _DepthRange;
|
||||
float _LineWidth;
|
||||
float _LineFade;
|
||||
float _AngleWidth;
|
||||
float _AngleFade;
|
||||
// float _Angle2Width;
|
||||
// float _Angle2Fade;
|
||||
float _DangerSteepness;
|
||||
float _Scale;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
OUT.worldPosition = v.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
|
||||
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
OUT.screenPos = ComputeScreenPos( OUT.vertex );
|
||||
//OUT.detailtexcoord = TRANSFORM_TEX(OUT.worldPosition.xy, _MainTex);
|
||||
|
||||
OUT.color = v.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float2 calcGrad (float2 uv, float me)
|
||||
{
|
||||
float n = -tex2D(_DetailTex, float2(uv.x, uv.y + _DetailTex_TexelSize.y)).x;
|
||||
float e = -tex2D(_DetailTex, float2(uv.x + _DetailTex_TexelSize.x, uv.y)).x;
|
||||
return float2(e-me,n-me);
|
||||
}
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
|
||||
|
||||
float2 q = IN.screenPos.xy / IN.screenPos.w;
|
||||
|
||||
float h = -tex2D(_DetailTex, q).r;
|
||||
float4 col = float4(0,0,0,0);
|
||||
float blend = smoothstep(_StartDepth, _StartDepth + _DepthRange / 32, -h);
|
||||
|
||||
// Calculate the direction in which the surface is facing
|
||||
float2 plan = calcGrad(q, h);
|
||||
|
||||
float planmag = length(plan);
|
||||
|
||||
float dangerblend = smoothstep(0,_DangerSteepness, pow(planmag / _Scale, 2));
|
||||
|
||||
// Loop over isolines, computing a pseudo distance field for a number of height values
|
||||
float spacing = _DepthRange / 20;
|
||||
for (int ih = 1; ih <= 21; ih++) {
|
||||
float isoline = abs(h + _StartDepth + (ih*spacing));
|
||||
col += (1-smoothstep(_LineWidth, _LineWidth * _LineFade, isoline / planmag)) * lerp(_Color,_DangerColor,dangerblend) * blend; // Isoline
|
||||
}
|
||||
|
||||
float angle = atan2(plan.y,plan.x) / 3.1415926536 + 1;
|
||||
|
||||
// float2 plannorm = normalize(plan);
|
||||
// float2 plan2uv = q + float2(-plannorm.y * _DetailTex_TexelSize.x * 2, plannorm.x * _DetailTex_TexelSize.y * 2);
|
||||
// float2 plan2 = calcGrad(plan2uv, -tex2D(_DetailTex, plan2uv).r);
|
||||
// float angle2 = atan2(plan2.y,plan2.x) / 3.1415926536 + 1;
|
||||
// float angmag = abs(angle-angle2);
|
||||
// angmag = min(angmag,0.025);
|
||||
|
||||
// Loop over angle isolines
|
||||
for (float ia = 0.5; ia < 13; ia++) {
|
||||
float isoline = abs(angle - ia / 6.0);
|
||||
col += (1-smoothstep(_AngleWidth, _AngleWidth * _AngleFade, isoline)) * lerp(_AngleColor,_DangerColor,dangerblend) * blend * planmag;
|
||||
// col += (1-smoothstep(_Angle2Width, _Angle2Width * _Angle2Fade, isoline / angmag)) * lerp(_AngleColor,_DangerColor*4,dangerblend) * blend; // Isoline
|
||||
}
|
||||
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color * col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Shaders/IsolinesUI.shader.meta
Normal file
9
Assets/Shaders/IsolinesUI.shader.meta
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f5505d3747493e24c91b7cb141fd7b8c
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1,6 +1,4 @@
|
|||
// Based on cician's shader from https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-1267642
|
||||
|
||||
Shader "Custom/MaskedUIBlur" {
|
||||
Shader "Custom/MaskedUIBlur" {
|
||||
Properties {
|
||||
_Size ("Blur", Range(0, 30)) = 1
|
||||
[HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {}
|
||||
|
|
@ -16,11 +14,6 @@ Shader "Custom/MaskedUIBlur" {
|
|||
|
||||
SubShader
|
||||
{
|
||||
// Horizontal blur
|
||||
GrabPass
|
||||
{
|
||||
"_HBlur"
|
||||
}
|
||||
/*
|
||||
ZTest Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
|
@ -41,141 +34,54 @@ Shader "Custom/MaskedUIBlur" {
|
|||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 uvgrab : TEXCOORD0;
|
||||
float2 uvmain : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float scale = -1.0;
|
||||
#else
|
||||
float scale = 1.0;
|
||||
#endif
|
||||
|
||||
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
|
||||
o.uvgrab.zw = o.vertex.zw;
|
||||
|
||||
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _HBlur;
|
||||
float4 _HBlur_TexelSize;
|
||||
float _Size;
|
||||
float4 _AdditiveColor;
|
||||
float4 _MultiplyColor;
|
||||
|
||||
half4 frag( v2f i ) : COLOR
|
||||
{
|
||||
half4 sum = half4(0,0,0,0);
|
||||
|
||||
#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
|
||||
|
||||
sum += GRABPIXEL(0.05, -4.0);
|
||||
sum += GRABPIXEL(0.09, -3.0);
|
||||
sum += GRABPIXEL(0.12, -2.0);
|
||||
sum += GRABPIXEL(0.15, -1.0);
|
||||
sum += GRABPIXEL(0.18, 0.0);
|
||||
sum += GRABPIXEL(0.15, +1.0);
|
||||
sum += GRABPIXEL(0.12, +2.0);
|
||||
sum += GRABPIXEL(0.09, +3.0);
|
||||
sum += GRABPIXEL(0.05, +4.0);
|
||||
|
||||
|
||||
half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r,
|
||||
sum.g * _MultiplyColor.g + _AdditiveColor.g,
|
||||
sum.b * _MultiplyColor.b + _AdditiveColor.b,
|
||||
tex2D(_MainTex, i.uvmain).a);
|
||||
return result;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
// Vertical blur
|
||||
GrabPass
|
||||
{
|
||||
"_VBlur"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord: TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : POSITION;
|
||||
float4 uvgrab : TEXCOORD0;
|
||||
float2 uvmain : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v) {
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
float scale = -1.0;
|
||||
#else
|
||||
float scale = 1.0;
|
||||
#endif
|
||||
// #if UNITY_UV_STARTS_AT_TOP
|
||||
// float scale = -1.0;
|
||||
// #else
|
||||
// float scale = 1.0;
|
||||
// #endif
|
||||
|
||||
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
|
||||
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y) + o.vertex.w) * 0.5;
|
||||
o.uvgrab.zw = o.vertex.zw;
|
||||
|
||||
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
o.color = v.color * _MultiplyColor;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _VBlur;
|
||||
float4 _VBlur_TexelSize;
|
||||
sampler2D _CameraBlur;
|
||||
float4 _CameraBlur_TexelSize;
|
||||
float _Size;
|
||||
float4 _AdditiveColor;
|
||||
float4 _MultiplyColor;
|
||||
|
||||
half4 frag( v2f i ) : COLOR
|
||||
{
|
||||
half4 sum = half4(0,0,0,0);
|
||||
half4 sum = tex2D( _CameraBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w)).xy);
|
||||
|
||||
#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight
|
||||
|
||||
sum += GRABPIXEL(0.05, -4.0);
|
||||
sum += GRABPIXEL(0.09, -3.0);
|
||||
sum += GRABPIXEL(0.12, -2.0);
|
||||
sum += GRABPIXEL(0.15, -1.0);
|
||||
sum += GRABPIXEL(0.18, 0.0);
|
||||
sum += GRABPIXEL(0.15, +1.0);
|
||||
sum += GRABPIXEL(0.12, +2.0);
|
||||
sum += GRABPIXEL(0.09, +3.0);
|
||||
sum += GRABPIXEL(0.05, +4.0);
|
||||
|
||||
half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r,
|
||||
sum.g * _MultiplyColor.g + _AdditiveColor.g,
|
||||
sum.b * _MultiplyColor.b + _AdditiveColor.b,
|
||||
tex2D(_MainTex, i.uvmain).a);
|
||||
half4 result = half4(sum.r * i.color.r + _AdditiveColor.r,
|
||||
sum.g * i.color.g + _AdditiveColor.g,
|
||||
sum.b * i.color.b + _AdditiveColor.b,
|
||||
tex2D(_MainTex, i.uvmain).a * i.color.a);
|
||||
return result;
|
||||
}
|
||||
ENDCG
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue