ARPG scene assets from old project are now correctly visualizing sectors generated by ZoneGenerator and updated by GameContext
63 lines
1.1 KiB
Text
63 lines
1.1 KiB
Text
Shader "Brushes/Cubic Pulse Brush" {
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Properties {
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_Depth ("Depth", Float) = 0.5
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend One One
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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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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#pragma target 2.0
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#include "UnityCG.cginc"
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float _Depth;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 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 : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t 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.color = v.color;
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o.texcoord = v.texcoord;
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return o;
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}
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float cubicPulse( float c, float w, float x )
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{
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x = abs(x - c);
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if( x>w ) return 0.0f;
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x /= w;
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return 1.0f - x*x*(3.0f-2.0f*x);
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return _Depth * cubicPulse(0,.5,length(i.texcoord-float2(.5,.5)));
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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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}
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