Marking player location on galaxy map Fixed non-input field focus disabling global key map Player start ship is now always the same Loadout generator now demands exact match for item dimensions Thermal damage now triggers ItemDamaged event = player can die from cockpit wear! Properties panel now has a much more attractive UI Implemented curve control for properties UI Centralized number formatting in player settings Moved significant digits to player settings Added temperature unit option in player settings
69 lines
1.4 KiB
Text
69 lines
1.4 KiB
Text
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/// Credit 00christian00
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/// Sourced from - http://forum.unity3d.com/threads/any-way-to-show-part-of-an-image-without-using-mask.360085/#post-2332030
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Shader "UI Extensions/UI Image Crop" {
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Properties
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{
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_XCrop ("X Crop", Range(0.0,1.0)) = 1
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_YCrop ("Y Crop", Range(0.0,1.0)) = 1
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}
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SubShader {
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ZWrite Off
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Tags
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{
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"Queue" = "Transparent"
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"RenderType" = "Transparent"
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"IgnoreProjector" = "True"
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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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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struct v2f {
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float4 pos : POSITION;
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fixed4 color : COLOR;
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float2 uv : TEXCOORD0; //UV1 coord
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};
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uniform sampler2D _MainTex;
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float4 _MainTex_ST;
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uniform float _XCrop;
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uniform float _YCrop;
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v2f vert (v2f v)
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{
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v2f o;
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o.color=v.color;
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o.color.a=0.1;
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o.pos = UnityObjectToClipPos (v.pos);
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o.uv=TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : COLOR
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{
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//return fixed4(0.25,0,0,1);
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i.color.a=step(i.uv.x,_XCrop);
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//I don't like the bottom up ordering,so I reverse it
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i.color.a=i.color.a*step(1-i.uv.y,_YCrop);
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return i.color * tex2D (_MainTex, i.uv);
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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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