9d1e08ac99
* Started * Started Wrestler * Animation + input whiff * Stuff * a bunch of animations * Added extra sprites to the wrestler object * Question + more sprites * Woah you go big guy * Event redesign * more animations * pose animations (only one as of now) * wrestler shadow fixed lol * Pose for the fans code logic improvement * Fixing pose for the fans * smears and animation fixes * Fixed anims * Fixed more anims * Camera zoom out for pose for the fans and camera flashes * tiny anim fixes * Pose for the fans visual details * Added ease to the camera zoom * more anims lolol * Bopping * audience pose anim changed a little * Small visual details and toggle bop * Small anim fix * more anim changes!!!!!!!!!! * Little small change * z axis thing * fixed the 3d zoomout * they need to be lower doe * wait i forgot this * Maybe fixed anim for audience * Added sweat * crowd anim fix * Newspaper Added * Added miss reporter anim * Some few miss sounds * miss and pose anims and more!!!! * Added most of the miss animations * boing noise * ringside anims done!!!! * Implemented all the poses and also added a feature to edit the camera zoom ease * add stretchable ringside cue --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <43734252+minenice55@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
81 lines
2.2 KiB
Plaintext
81 lines
2.2 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Sprites-GrayScale"
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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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_Color ("Tint", Color) = (1,1,1,1)
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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_GrayscaleAmount ("Grayscale Amount", Range (0, 1)) = 1.0
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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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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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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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#pragma multi_compile DUMMY PIXELSNAP_ON
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#include "UnityCG.cginc"
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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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};
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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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half2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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uniform float _GrayscaleAmount;
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fixed4 frag(v2f IN) : COLOR
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{
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half4 texcol = tex2D (_MainTex, IN.texcoord);
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texcol.rgb = lerp(texcol.rgb, dot(texcol.rgb, float3(0.3, 0.59, 0.11)), _GrayscaleAmount);
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texcol = texcol * IN.color;
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return texcol;
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}
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ENDCG
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}
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}
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Fallback "Sprites/Default"
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} |