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)
171 lines
6.1 KiB
Text
171 lines
6.1 KiB
Text
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Particles/Standard Unlit RGBA"
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{
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Properties
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{
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_MainTex("Albedo", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DistortionStrength("Strength", Float) = 1.0
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_DistortionBlend("Blend", Range(0.0, 1.0)) = 0.5
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_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
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_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
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_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
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_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
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// Hidden properties
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _ColorMode ("__colormode", Float) = 0.0
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[HideInInspector] _FlipbookMode ("__flipbookmode", Float) = 0.0
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[HideInInspector] _LightingEnabled ("__lightingenabled", Float) = 0.0
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[HideInInspector] _DistortionEnabled ("__distortionenabled", Float) = 0.0
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[HideInInspector] _EmissionEnabled ("__emissionenabled", Float) = 0.0
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[HideInInspector] _BlendOp ("__blendop", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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[HideInInspector] _Cull ("__cull", Float) = 2.0
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[HideInInspector] _SoftParticlesEnabled ("__softparticlesenabled", Float) = 0.0
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[HideInInspector] _CameraFadingEnabled ("__camerafadingenabled", Float) = 0.0
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[HideInInspector] _SoftParticleFadeParams ("__softparticlefadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _CameraFadeParams ("__camerafadeparams", Vector) = (0,0,0,0)
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[HideInInspector] _ColorAddSubDiff ("__coloraddsubdiff", Vector) = (0,0,0,0)
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[HideInInspector] _DistortionStrengthScaled ("__distortionstrengthscaled", Float) = 0.0
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}
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Category
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "PreviewType"="Plane" "PerformanceChecks"="False" }
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BlendOp [_BlendOp]
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_Cull]
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ColorMask RGBA
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GrabPass
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{
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Tags { "LightMode" = "Always" }
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"_GrabTexture"
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}
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#pragma target 2.5
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma vertex vertParticleShadowCaster
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#pragma fragment fragParticleShadowCaster
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#include "UnityStandardParticleShadow.cginc"
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ENDCG
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}
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#pragma target 2.5
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma vertex vertEditorPass
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#pragma fragment fragSceneHighlightPass
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#include "UnityStandardParticleEditor.cginc"
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ENDCG
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}
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Pass
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{
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Name "ScenePickingPass"
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Tags{ "LightMode" = "Picking" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#pragma target 2.5
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#pragma vertex vertEditorPass
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#pragma fragment fragScenePickingPass
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#include "UnityStandardParticleEditor.cginc"
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ENDCG
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}
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Pass
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{
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#pragma multi_compile __ SOFTPARTICLES_ON
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#pragma multi_compile_fog
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#pragma target 2.5
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#pragma shader_feature_local_fragment _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_fragment _EMISSION
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#pragma shader_feature_local _FADING_ON
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma shader_feature_local EFFECT_BUMP
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#pragma vertex vertParticleUnlit
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#pragma fragment fragParticleUnlit
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:vertInstancingSetup
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#include "UnityStandardParticles.cginc"
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ENDCG
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}
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}
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}
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Fallback "VertexLit"
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CustomEditor "StandardParticlesShaderGUI"
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}
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