Replaced Unity TAA with PlayDead TAA Custom keyboard layout test scene Adjusted Aetheric Drive VFX to be more subtle Reworked stardust VFX to reduce flickering artifacts Added Action Bar & weapon groups saving/loading Implemented security levels and faction safe zone visualization Improved station placement (now include defensive turrets)
183 lines
No EOL
6 KiB
Text
183 lines
No EOL
6 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 "UI/Influence"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_DetailTex ("Influence Texture", 2D) = "white" {}
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_Color1 ("Primary Color", Color) = (1,1,1,1)
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_Color2 ("Secondary Color", Color) = (1,1,1,1)
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_Threshold("Border Threshold", Float) = 0.05
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_FillTiling("Fill Tiling", Float) = 50
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_FillBorderBlend("Fill Border Blend", Float) = .05
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_FillBlend("Fill Blend", Float) = .05
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_PatternBlend("Pattern Blend", Float) = .05
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_PatternOffset("Pattern Offset", Float) = .05
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_FillAlpha("Fill Alpha", Float) = .5
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_FillTilt("Fill Tilt", Range(0,3.14)) = 1
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_Stroke("Stroke Weight", Float) = 2
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_StrokeBlend("Stroke Blend", Float) = .05
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_StrokeTransitionBlend("Stroke Transition Blend", Float) = .05
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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[Toggle(SCREEN_SPACE)] _UseScreenSpace ("Screen Space Detail Texture", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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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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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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//#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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#pragma shader_feature SCREEN_SPACE
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struct appdata_t
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{
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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#ifdef SCREEN_SPACE
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float4 screenPos : TEXCOORD1;
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#endif
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//float2 detailtexcoord : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _TintTex;
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sampler2D _DetailTex;
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float4 _DetailTex_ST;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _DetailTex_TexelSize;
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fixed4 _Color1;
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fixed4 _Color2;
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half _FillTiling;
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half _FillBlend;
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half _FillBorderBlend;
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half _FillAlpha;
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half _FillTilt;
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half _PatternBlend;
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half _PatternOffset;
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half _Threshold;
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half _Stroke;
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half _StrokeBlend;
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half _StrokeTransitionBlend;
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = UnityObjectToClipPos(v.vertex);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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#ifdef SCREEN_SPACE
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OUT.screenPos = ComputeScreenPos( OUT.vertex );
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#endif
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//OUT.detailtexcoord = TRANSFORM_TEX(OUT.worldPosition.xy, _MainTex);
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OUT.color = v.color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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#ifdef SCREEN_SPACE
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float2 q = IN.screenPos.xy / IN.screenPos.w;
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#else
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float2 q = IN.texcoord;
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#endif
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// Sample influence texture
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float influence = tex2D(_DetailTex, q).r;
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// Calculate gradient and rate of change of influence
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float2 grad = float2(ddx(influence), ddy(influence));
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float diff = length(grad);
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// Tilt determines the vector along which we measure the uv coordinate
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float2 patternDirection = float2(sin(_FillTilt), cos(_FillTilt));
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// Repeat a sine wave along the pattern direction and smoothstep it to interpolate between the two pattern colors
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fixed4 pattern = lerp(_Color1, _Color2, smoothstep(-_PatternBlend, _PatternBlend, _PatternOffset + sin(dot(patternDirection, q * _FillTiling))));
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float4 col = pattern *
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smoothstep(_Threshold, _Threshold + _FillBorderBlend, influence) *
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smoothstep(_Threshold + _FillBlend, _Threshold, influence) *
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_FillAlpha;
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// Draw a line at the threshold
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float isoline = abs(influence - _Threshold) / diff;
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col = smoothstep(0,_Threshold, influence) *
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lerp(col,
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lerp(_Color1, _Color2, smoothstep(_StrokeTransitionBlend*diff, -_StrokeTransitionBlend*diff, influence - _Threshold)),
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smoothstep(_Stroke * (1 + _StrokeBlend), _Stroke, isoline));
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color * col;
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}
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ENDCG
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}
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}
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} |