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)
91 lines
No EOL
2.9 KiB
Text
91 lines
No EOL
2.9 KiB
Text
Shader "Custom/MaskedUIBlur" {
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Properties {
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_Size ("Blur", Range(0, 30)) = 1
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[HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {}
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_AdditiveColor ("Additive Tint color", Color) = (0, 0, 0, 0)
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_MultiplyColor ("Multiply Tint color", Color) = (1, 1, 1, 1)
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}
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Category {
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// We must be transparent, so other objects are drawn before this one.
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
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SubShader
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{
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/*
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ZTest Off
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Blend SrcAlpha OneMinusSrcAlpha
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*/
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 uvgrab : TEXCOORD0;
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float2 uvmain : TEXCOORD1;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MultiplyColor;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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// #if UNITY_UV_STARTS_AT_TOP
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// float scale = -1.0;
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// #else
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// float scale = 1.0;
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// #endif
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y) + o.vertex.w) * 0.5;
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o.uvgrab.zw = o.vertex.zw;
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o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color * _MultiplyColor;
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return o;
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}
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sampler2D _CameraBlur;
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float4 _CameraBlur_TexelSize;
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float _Size;
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float4 _AdditiveColor;
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half4 frag( v2f i ) : COLOR
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{
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half4 sum = tex2D( _CameraBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w)).xy);
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half4 result = half4(sum.r * i.color.r + _AdditiveColor.r,
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sum.g * i.color.g + _AdditiveColor.g,
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sum.b * i.color.b + _AdditiveColor.b,
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tex2D(_MainTex, i.uvmain).a * i.color.a);
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return result;
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}
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ENDCG
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}
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}
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}
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} |