HeavenStudio/Assets/Shaders/InvertColor.mat

82 lines
2.1 KiB
Plaintext
Raw Normal View History

See Saw (#423) * Basic Set Up * See Saw - Init, Rod Anims * Got some basic code down * Got the basics down * The man won't jump now unless he is ready! * High jumps added * Fixed a bug * See Saw - Base Animation Stuff * See Saw - The Hard Animations fuck fuck fuc, fuck * See saw more animations yeah * im almost done * home stretch baby * See Saw - wait what do you mean i'm done * Basic setup for curves * Jump start curve is in * smol figs * OutOut curves * They now how to get up now, may need tweaking * InIn curves added * Implemented more curves * Added ground jumps * Saw properly positions himself * Fixed an issue with see not landing correctly out or in * See reacts to you missing now * High jumps + get up plays at the correct moment now * Tweaks to high jumps * particles and missing stuff * anims * new sheet and anim fixes * oops * bigger background * Oops. Again * more anim fixes sorry * see saw tweaks and visual additions also added a way to scale particle systems to the tempo * bg color change added * Bops and choke added * Fix * lightning anim * particle particle particle * See saw - implemented lightning anim and fixed logic * Gradient is now actually a gradient * Implemented inverted colors on the see saw guys * Recolorable See saw! * Tiny tweak * Some things that weren't recolorable are now recolorable * Fixed a bug with the bg * new sheet the end * Barelies fixed --------- Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-19 22:20:57 +00:00
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: InvertColor
m_Shader: {fileID: 4800000, guid: c6963f47bd00e5d45be452e00f78e682, type: 3}
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Threshold: 0
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []