e8aa00c5a8
* second contact sprites * Started rewriting * Sound stuff * foreigner textbox * default miss message * implement basic player textbox * transparency support for textbox refactor function labels to use C# convention * avoid double function call with mistranslation * add mistranslation textbox * fix logic with trailing translation * auto-positioning of translated text content * auto-hide textboxes on start * icon * Added two new helper functions for pitching with semitones and cents * All new sounds should be in now * bunch of visual fixes * Fixed stuff being innaccurate * Repeating voicelines begone! * Thump sound for bob man * Put an animator on the crowd * Fixed missing sprites * Fixed anim not playing sometimes on barely * Changed length of pass turn event from 0.5 to 1 beat long * Downscaled Sprites yippee * Auto look at * Fixed bob's textbox not appearing sometimes * Fixed some small things --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: Seanski2 <seanbenedit@gmail.com>
132 lines
3.9 KiB
Plaintext
132 lines
3.9 KiB
Plaintext
Shader "UI/TextboxSDFShader"
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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 ("Inner Colour", Color) = (1,1,1,1)
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_OutColor ("Outline Colour", Color) = (1,1,1,1)
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_Thickness("Thickness", Range(0, 1)) = 0.5
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_Smoothness("Smoothness", Range(0, 1)) = 0.2
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_OutThickness("Outline Thickness", Range(0, 1)) = 0.0
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_OutSmoothness("Outline Smoothness", Range(0, 1)) = 0.1
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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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}
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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 __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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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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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _OutColor;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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float _Thickness;
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float _Smoothness;
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float _OutThickness;
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float _OutSmoothness;
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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.worldPosition = v.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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OUT.color = v.color * _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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fixed a = tex2D(_MainTex, IN.texcoord).x;
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fixed o = smoothstep(_OutThickness - _OutSmoothness, _OutThickness + _OutSmoothness, a);
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half postAlpha = IN.color.a;
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half4 color = _TextureSampleAdd + IN.color;
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color.a = smoothstep(1.0 - _Thickness - _Smoothness, 1.0 - _Thickness + _Smoothness, a);
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color.rgb = lerp(_OutColor.rgb, color.rgb, o);
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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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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color.a *= postAlpha;
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return color;
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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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