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
134 lines
4.7 KiB
Text
134 lines
4.7 KiB
Text
Shader "Unlit/Background"
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{
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Properties
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{
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_Color1 ("Color 1", Color) = (1,1,1,1)
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_Color2 ("Color 2", Color) = (1,1,1,1)
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_Color3 ("Color 2", 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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Speed("Speed", Float) = 1
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ScrollSpeed("ScrollSpeed", Float) = 1
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Distortion("Distortion", Float) = 1
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ParallaxLacunarity("ParallaxLacunarity", Float) = 2
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ParallaxDirection("ParallaxDirection", Vector) = (0,0,0,0)
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Parallax("Parallax", Float) = 1
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Gather("Gather", Float) = 1
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Gain("Gain", Float) = 1
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GatherWavelength("GatherWavelength", Float) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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Cull Off Lighting Off ZWrite Off
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LOD 100
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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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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "Assets/Plugins/GPU Noise/SimplexNoiseGrad2D.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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float4 vertex : SV_POSITION;
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};
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half4 _Color1;
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half4 _Color2;
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half4 _Color3;
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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 Speed;
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float ScrollSpeed;
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float Distortion;
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float ParallaxLacunarity;
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float2 ParallaxDirection;
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float Parallax;
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float Gather;
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float GatherWavelength;
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float Gain;
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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 = mul (unity_ObjectToWorld, v.vertex).xy;
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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)
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{
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float freq = NoiseFrequency, amp = .5;
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float parallax = Parallax;
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float sum = 0;
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for(int i = 0; i < 6; i++)
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{
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sum += snoise(p * freq + Parallax * ParallaxDirection) * amp;
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parallax /= ParallaxLacunarity;
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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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// fractal sum, range -1.0 - 1.0
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float2 fbmgrad(float2 p)
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{
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float freq = NoiseFrequency, amp = .5;
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float parallax = Parallax;
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float2 sum = 0;
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for(int i = 0; i < 5; i++)
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{
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sum += snoise_grad(p * freq + Parallax * ParallaxDirection) * amp;
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parallax /= ParallaxLacunarity;
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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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float3x3 rot = float3x3(cos(_Time.x*Speed), sin(_Time.x*Speed), 0,
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-sin(_Time.x*Speed), cos(_Time.x*Speed), 0,
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0,0,1);
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float3x3 rot2 = float3x3(cos(_Time.x*Speed*2), sin(_Time.x*Speed*2), 0,
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-sin(_Time.x*Speed*2), cos(_Time.x*Speed*2), 0,
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0,0,1);
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float2 offset0 = i.uv - float2(0,_Time.x*ScrollSpeed*.5);
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float noise0 = fbm(offset0);
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float2 offset1 = mul(float3(fbmgrad(offset0),1), rot).xy;
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float2 offsetuv1 = i.uv + offset1 * Distortion + float2(_Time.x*ScrollSpeed,0);
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float noise1 = fbm(offsetuv1);
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float2 offset2 = mul(float3(fbmgrad(offsetuv1),1), rot2).xy;
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float2 offsetuv2 = i.uv + offset2 * Distortion * .5 + float2(0,_Time.x*ScrollSpeed*.5);
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float noise2 = abs(fbm(offsetuv1));
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float gather = pow(.5+snoise(offset1 * (NoiseFrequency / GatherWavelength))/2, Gather);
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return float4((noise1*_Color1.rgb+abs(noise0-noise1)*_Color2.rgb + abs(noise0-noise2) * _Color3.rgb) * gather * Gain, 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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