* 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>
		
			
				
	
	
		
			34 lines
		
	
	
		
			775 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			775 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "Custom/2D/InvertColor"
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{
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    Properties
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    {
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        _MainTex ("Texture", 2D) = "white" {}
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        _Threshold ("Threshold", Range(0., 1.)) = 0
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    }
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    SubShader
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    {
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        Tags {"Queue"="Transparent" "RenderType"="Transparent"}
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        Cull 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_img
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            #pragma fragment frag
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            #include "UnityCG.cginc"
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            sampler2D _MainTex;
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            float _Threshold;
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            fixed4 frag (v2f_img i) : SV_Target
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            {
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                fixed4 col = tex2D(_MainTex, i.uv);
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                col.rgb = abs(_Threshold - col.rgb);
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                return col;
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            }
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            ENDCG
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        }
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    }
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} |