Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
88 lines
3 KiB
Text
88 lines
3 KiB
Text
Shader "Aetheria/GlowFade"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Fade ("Fade", Range(0.0, 1.0)) = 0.0
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_FadeSharpness ("Fade Sharpness", Float) = 1.0
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_FadeTex ("Fade Texture", 2D) = "white" {}
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_FadeEdge ("Fade Edge", Range(0.0, 1.0)) = 1.0
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[HDR] _EdgeColor ("Edge Color", Color) = (1,1,1,1)
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 1.0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale("Normal Scale", Float) = 1.0
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Cull Off
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CGPROGRAM
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#include "Dither Functions.cginc"
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _MetallicGlossMap;
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sampler2D _OcclusionMap;
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sampler2D _FadeTex;
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sampler2D _BumpMap;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_FadeTex;
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float4 screenPos;
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};
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half _Fade;
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half _FadeSharpness;
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half _FadeEdge;
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half _Glossiness;
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half _Metallic;
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half _BumpScale;
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half _OcclusionStrength;
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fixed4 _Color;
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half3 _EdgeColor;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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half f = tex2D (_FadeTex, IN.uv_FadeTex).r + (1-_Fade);
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half3 e = _EdgeColor * smoothstep(1 - _FadeEdge, 1, f);
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o.Emission = e;
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// Apply screen space dithering
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float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
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ditherClip(screenUV, _FadeSharpness - f * _FadeSharpness);
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)) * _BumpScale;
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fixed4 m = tex2D (_MetallicGlossMap, IN.uv_MainTex);
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o.Metallic = _Metallic * m.r;
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o.Smoothness = _Glossiness * m.a;
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fixed4 oc = tex2D (_OcclusionMap, IN.uv_MainTex);
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o.Occlusion = oc.r * _OcclusionStrength;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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