Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged Added machine gun weapon & VFX Moved third party code to Plugins folder to improve compile times
92 lines
2.7 KiB
Text
92 lines
2.7 KiB
Text
Shader "Unlit/Clouds"
|
|
{
|
|
Properties
|
|
{
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
NoisePosition("NoisePosition", Float) = 0.5
|
|
NoiseAmplitude("NoiseAmplitude", Float) = 0.5
|
|
NoiseOffset("NoiseOffset", Float) = 0.5
|
|
NoiseGain("NoiseGain", Float) = 1
|
|
NoiseLacunarity("NoiseLacunarity", Float) = 2
|
|
NoiseFrequency("NoiseFrequency", Float) = 1
|
|
ParallaxLacunarity("ParallaxLacunarity", Float) = 2
|
|
ParallaxDirection("ParallaxDirection", Vector) = (0,0,0,0)
|
|
Parallax("Parallax", Float) = 1
|
|
Speed("Speed", Float) = 1
|
|
FadeDistance("FadeDistance", Float) = 100
|
|
}
|
|
SubShader
|
|
{
|
|
Tags { "RenderType"="Transparent" }
|
|
Cull Off Lighting Off ZWrite Off
|
|
Blend One One
|
|
LOD 100
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "Assets/Plugins/GPU Noise/SimplexNoise3D.cginc"
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 uv : TEXCOORD0;
|
|
float4 vertex : SV_POSITION;
|
|
};
|
|
|
|
half4 _Color;
|
|
float NoisePosition;
|
|
float NoiseAmplitude;
|
|
float NoiseOffset;
|
|
float NoiseGain;
|
|
float NoiseLacunarity;
|
|
float NoiseFrequency;
|
|
float ParallaxLacunarity;
|
|
float3 ParallaxDirection;
|
|
float Parallax;
|
|
float Speed;
|
|
float FadeDistance;
|
|
|
|
// fractal sum, range -1.0 - 1.0
|
|
float fbm(float3 p)
|
|
{
|
|
float freq = NoiseFrequency, amp = .5;
|
|
float parallax = Parallax;
|
|
float sum = 0;
|
|
for(int i = 0; i < 6; i++)
|
|
{
|
|
sum += snoise(p * freq + Parallax * ParallaxDirection) * amp;
|
|
parallax /= ParallaxLacunarity;
|
|
freq *= NoiseLacunarity;
|
|
amp *= NoiseGain;
|
|
}
|
|
return (sum + NoiseOffset)*NoiseAmplitude;
|
|
}
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.uv = mul (unity_ObjectToWorld, v.vertex).xy;
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
float3 p = float3(i.uv,_Time.x*Speed);
|
|
float noise = saturate((1-abs(snoise(p*NoiseFrequency/2))) * fbm(p));
|
|
return noise * _Color * (1-length(i.uv)/FadeDistance);
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|