Sniper scope added
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LIGHTING_COORDS(1,2)
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};
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vertexOutput vert(vertexInput input)
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{
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vertexOutput output;
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output.pos = UnityObjectToClipPos(input.vertex);
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output.normal = UnityObjectToWorldNormal(input.normal);
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output.texCoord = input.texCoord;
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return output;
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}
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float4 frag(vertexOutput input) : COLOR
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{
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// lighting
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float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
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float lightDot = saturate(dot(input.normal, lightDir));
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float3 lighting = lightDot * _LightColor0.rgb;
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lighting += ShadeSH9(half4(input.normal,1)); // ambient lighting
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// albedo
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// mask
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float isMask = tex2D(_MaskTex, input.texCoord.xy); // == _MaskColor;
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// screen-space coordinates
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float2 screenPos = ComputeScreenPos(input.pos).xy / _ScreenParams.xy;
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// convert to texture-space coordinates
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float2 maskPos = screenPos * _MaskScale;
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// scroll sample position
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maskPos += _Time * _Speed;
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// sample galaxy texture
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float4 mask = tex2D(_MaskReplace, maskPos);
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albedo = (1-isMask)*(albedo+_MainColor) + isMask*mask;
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lighting = (1-isMask)*lighting + isMask*float4(1,1,1,1);
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// final
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float3 rgb = albedo.rgb * lighting;
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return float4(rgb, 1.0);
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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}
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10
Assets/3dModels/Weapons_props/8x/masked.shader.meta
Normal file
10
Assets/3dModels/Weapons_props/8x/masked.shader.meta
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assetBundleName:
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assetBundleVariant:
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78
Assets/3dModels/Weapons_props/8x/scope.mat
Normal file
78
Assets/3dModels/Weapons_props/8x/scope.mat
Normal file
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8
Assets/3dModels/Weapons_props/8x/scope.mat.meta
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8
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38
Assets/3dModels/Weapons_props/8x/scopeOutput.renderTexture
Normal file
38
Assets/3dModels/Weapons_props/8x/scopeOutput.renderTexture
Normal file
@@ -0,0 +1,38 @@
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%YAML 1.1
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Reference in New Issue
Block a user