* new sprites not done * more sprites more anim chanegs * almost done * INSANE * sheet done * its done * re-implement improved squat sprite * remove many unused assets allow games to be hidden in the editor * start animations of backup dancers * finish backup dancer animations * add effects to backup dancers' tree * add dancers to the prefab * import new sprites * backup dancers fully functional * game camera now updates in LateUpdate() * touched some anims * oops * oops 2 * add audience applause fix the mapped cellanim shaders --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
		
			
				
	
	
		
			126 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Sprites/CellAnime_Mapped"
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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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        _ColorAlpha ("Red Colourmap", Color) = (1,1,1,1)
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        _ColorBravo ("Green Colourmap", Color) = (1,1,1,1)
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        _ColorDelta ("Blue Colourmap", Color) = (1,1,1,1)
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        _AddColor ("Screen", Color) = (0,0,0,0)
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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_local _ UNITY_UI_CLIP_RECT
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            #pragma multi_compile_local _ 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 _ColorAlpha;
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            fixed4 _ColorBravo;
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            fixed4 _ColorDelta;
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            fixed4 _AddColor;
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            fixed4 _TextureSampleAdd;
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            float4 _ClipRect;
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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 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; // don't multiply by colour here since it messes with RGB mapping, we do it later in the frag stage instead
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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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                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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                half4 mappedColor = _ColorAlpha * color.r + _ColorBravo * color.g + _ColorDelta * color.b;
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                half a = color.a;
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                fixed4 screen = 1.0 - (1.0 - _AddColor.rgba) * (1.0 - mappedColor.rgba);
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                color = screen * _Color.rgba;
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                color.a = a;
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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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                return color * _Color;
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            }
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        ENDCG
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        }
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    }
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} |