Added Boss Icon Added Home Icon Added Legend Placing bosses at chokepoints Adjusted home zone placement Added per-faction areas of influence
105 lines
2.8 KiB
Text
105 lines
2.8 KiB
Text
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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Shader "Unlit/GalaxyMap"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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[HDR]_CloudColor ("Cloud Color", Color) = (1,1,1,1)
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Zoom("Zoom", Float) = 1
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CloudAmplitude("Cloud Amplitude", Float) = 1
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CloudExponent ("Cloud Exponent", Float) = 2
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_GlowColor ("GlowColor", Color) = (1,1,1,1)
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NoisePosition("NoisePosition", Float) = 0.5
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NoiseAmplitude("NoiseAmplitude", Float) = 0.5
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NoiseOffset("NoiseOffset", Float) = 0.5
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NoiseGain("NoiseGain", Float) = 1
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NoiseLacunarity("NoiseLacunarity", Float) = 2
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NoiseFrequency("NoiseFrequency", Float) = 1
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StarBoost("StarBoost", Float) = 0
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StarExponent("StarExponent", Float) = 1
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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 100
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//Blend One One
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Lighting Off ZWrite Off
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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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#include "UnityCG.cginc"
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#include "Assets/Plugins/GPU Noise/SimplexNoise2D.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float2 uv2 : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _CloudColor;
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fixed4 _GlowColor;
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float Zoom;
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float CloudExponent;
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float CloudAmplitude;
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float NoisePosition;
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float NoiseAmplitude;
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float NoiseOffset;
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float NoiseGain;
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float NoiseLacunarity;
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float NoiseFrequency;
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float StarBoost;
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float StarExponent;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.uv2 = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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// fractal sum, range -1.0 - 1.0
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float fBm(float2 p, int octaves)
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{
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float freq = NoiseFrequency, amp = .5;
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float sum = 0;
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for(int i = 0; i < octaves; i++)
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{
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if(i<4)
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sum += (1-abs(snoise(p * freq))) * amp;
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else sum += abs(snoise(p * freq)) * amp;
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freq *= NoiseLacunarity;
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amp *= NoiseGain;
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}
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return (sum + NoiseOffset)*NoiseAmplitude;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float noise = fBm(i.uv / Zoom + NoisePosition.xx, 10);
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float gal = pow(noise, CloudExponent) * CloudAmplitude;
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float stars = tex2D(_MainTex, i.uv2) * pow(noise, StarExponent) * StarBoost;
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return fixed4(max(gal*_CloudColor.rgb - _GlowColor.rgb, 0) + stars.xxx, 1);
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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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