From 1fae867b38eeffb46b211cd0b37e6e2bb80c32d2 Mon Sep 17 00:00:00 2001 From: Joshua Reason Date: Sun, 2 Feb 2020 13:45:57 +1100 Subject: [PATCH] Horse Colours Robots in disguise --- Assets/Horse.meta | 8 + Assets/Horse/CharacterShader.shader | 643 ++++++++++++++++++ Assets/Horse/CharacterShader.shader.meta | 9 + Assets/Horse/HorseMat 1.mat | 106 +++ Assets/Horse/HorseMat 1.mat.meta | 8 + Assets/Horse/HorseMat 2.mat | 106 +++ Assets/Horse/HorseMat 2.mat.meta | 8 + Assets/Horse/HorseMat 3.mat | 106 +++ Assets/Horse/HorseMat 3.mat.meta | 8 + Assets/Horse/HorseMat 4.mat | 106 +++ Assets/Horse/HorseMat 4.mat.meta | 8 + Assets/Horse/HorseMat 5.mat | 106 +++ Assets/Horse/HorseMat 5.mat.meta | 8 + Assets/Horse/HorseMat.mat | 106 +++ Assets/Horse/HorseMat.mat.meta | 8 + Assets/Horse/HorseModel.fbx | 3 + Assets/Horse/HorseModel.fbx.meta | 102 +++ Assets/Horse/New Scene.unity | 265 ++++++++ Assets/Horse/New Scene.unity.meta | 7 + Assets/Horse/ShaderPaletteBW.png | 3 + Assets/Horse/ShaderPaletteBW.png.meta | 88 +++ Assets/Horse/ShortSledgeHammer.fbx | 3 + Assets/Horse/ShortSledgeHammer.fbx.meta | 121 ++++ Assets/Horse/gradient_sheet_blackandwhite.png | 3 + .../gradient_sheet_blackandwhite.png.meta | 88 +++ Assets/Scripts/HumptyDumptyController.cs | 18 + Assets/Scripts/HumptyDumptyController.cs.meta | 11 + Assets/WorldAssets/Materials/Fog.mat | 81 +++ Assets/WorldAssets/Materials/Fog.mat.meta | 8 + Assets/WorldAssets/Materials/FogCloud_Mat.mat | 79 +++ .../Materials/FogCloud_Mat.mat.meta | 8 + Assets/WorldAssets/Materials/HorseShader.mat | 102 +++ .../Materials/HorseShader.mat.meta | 8 + Assets/WorldAssets/Shaders.meta | 8 + .../Shaders/CharacterShader.shader | 581 ++++++++++++++++ .../Shaders/CharacterShader.shader.meta | 9 + Assets/WorldAssets/Shaders/Fog_Shader.shader | 90 +++ .../Shaders/Fog_Shader.shader.meta | 9 + .../WorldAssets/Texture/ShaderPaletteBW.png | 3 + .../Texture/ShaderPaletteBW.png.meta | 91 +++ 40 files changed, 3133 insertions(+) create mode 100644 Assets/Horse.meta create mode 100644 Assets/Horse/CharacterShader.shader create mode 100644 Assets/Horse/CharacterShader.shader.meta create mode 100644 Assets/Horse/HorseMat 1.mat create mode 100644 Assets/Horse/HorseMat 1.mat.meta create mode 100644 Assets/Horse/HorseMat 2.mat create mode 100644 Assets/Horse/HorseMat 2.mat.meta create mode 100644 Assets/Horse/HorseMat 3.mat create mode 100644 Assets/Horse/HorseMat 3.mat.meta create mode 100644 Assets/Horse/HorseMat 4.mat create mode 100644 Assets/Horse/HorseMat 4.mat.meta create mode 100644 Assets/Horse/HorseMat 5.mat create mode 100644 Assets/Horse/HorseMat 5.mat.meta create mode 100644 Assets/Horse/HorseMat.mat create mode 100644 Assets/Horse/HorseMat.mat.meta create mode 100644 Assets/Horse/HorseModel.fbx create mode 100644 Assets/Horse/HorseModel.fbx.meta create mode 100644 Assets/Horse/New Scene.unity create mode 100644 Assets/Horse/New Scene.unity.meta create mode 100644 Assets/Horse/ShaderPaletteBW.png create mode 100644 Assets/Horse/ShaderPaletteBW.png.meta create mode 100644 Assets/Horse/ShortSledgeHammer.fbx create mode 100644 Assets/Horse/ShortSledgeHammer.fbx.meta create mode 100644 Assets/Horse/gradient_sheet_blackandwhite.png create mode 100644 Assets/Horse/gradient_sheet_blackandwhite.png.meta create mode 100644 Assets/Scripts/HumptyDumptyController.cs create mode 100644 Assets/Scripts/HumptyDumptyController.cs.meta create mode 100644 Assets/WorldAssets/Materials/Fog.mat create mode 100644 Assets/WorldAssets/Materials/Fog.mat.meta create mode 100644 Assets/WorldAssets/Materials/FogCloud_Mat.mat create mode 100644 Assets/WorldAssets/Materials/FogCloud_Mat.mat.meta create mode 100644 Assets/WorldAssets/Materials/HorseShader.mat create mode 100644 Assets/WorldAssets/Materials/HorseShader.mat.meta create mode 100644 Assets/WorldAssets/Shaders.meta create mode 100644 Assets/WorldAssets/Shaders/CharacterShader.shader create mode 100644 Assets/WorldAssets/Shaders/CharacterShader.shader.meta create mode 100644 Assets/WorldAssets/Shaders/Fog_Shader.shader create mode 100644 Assets/WorldAssets/Shaders/Fog_Shader.shader.meta create mode 100644 Assets/WorldAssets/Texture/ShaderPaletteBW.png create mode 100644 Assets/WorldAssets/Texture/ShaderPaletteBW.png.meta diff --git a/Assets/Horse.meta b/Assets/Horse.meta new file mode 100644 index 0000000..bcd0c53 --- /dev/null +++ b/Assets/Horse.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2cc17c32a0b395644ac14ac10e5850e5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Horse/CharacterShader.shader b/Assets/Horse/CharacterShader.shader new file mode 100644 index 0000000..efb4c0a --- /dev/null +++ b/Assets/Horse/CharacterShader.shader @@ -0,0 +1,643 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Custom/CharacterShader" +{ + Properties + { + _SkinMain("Skin Main", Color) = (1,0.7583241,0.6839622,1) + _SkinSecondry("Skin Secondry", Color) = (0.990566,0.5706029,0.5466803,1) + _SkinFeatures("Skin Features", Color) = (0.9433962,0.7349925,0.6363475,1) + _Hair("Hair", Color) = (1,0.3348032,0,1) + _Color1("Color 1", Color) = (0.4413938,0.8421596,0.8584906,1) + _Color2("Color 2", Color) = (1,1,1,1) + _Color3("Color 3", Color) = (1,1,1,1) + _Color4("Color 4", Color) = (1,1,1,1) + _Color5("Color 5", Color) = (1,1,1,1) + _Color6("Color 6", Color) = (1,1,1,1) + _Color7("Color 7", Color) = (1,1,1,1) + _Color8("Color 8", Color) = (1,1,1,1) + _Black("Black", Color) = (0,0,0,1) + _White("White", Color) = (1,1,1,1) + _Grey1("Grey 1", Color) = (0.5849056,0.5849056,0.5849056,1) + _Grey2("Grey 2", Color) = (0.6698113,0.587731,0.5149964,1) + _Palette("Palette", 2D) = "white" {} + _Gradient("Gradient", 2D) = "white" {} + } + + SubShader + { + + + Tags { "RenderType"="Opaque" } + LOD 100 + + CGINCLUDE + #pragma target 3.0 + ENDCG + Blend Off + Cull Back + ColorMask RGBA + ZWrite On + ZTest LEqual + Offset 0 , 0 + + + + Pass + { + Name "Unlit" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_instancing + #include "UnityCG.cginc" + + + struct appdata + { + float4 vertex : POSITION; + float4 color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 ase_texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord : TEXCOORD0; + }; + + uniform float4 _SkinMain; + uniform sampler2D _Palette; + uniform float4 _SkinSecondry; + uniform float4 _SkinFeatures; + uniform float4 _Hair; + uniform float4 _Color1; + uniform float4 _Color2; + uniform float4 _Color3; + uniform float4 _Color4; + uniform float4 _Color5; + uniform float4 _Color6; + uniform float4 _Color7; + uniform float4 _Color8; + uniform float4 _Black; + uniform float4 _White; + uniform float4 _Grey1; + uniform float4 _Grey2; + uniform sampler2D _Gradient; + + v2f vert ( appdata v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + o.ase_texcoord.xy = v.ase_texcoord.xy; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + float3 vertexValue = float3(0,0,0) ; + #if ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + o.vertex = UnityObjectToClipPos(v.vertex); + return o; + } + + fixed4 frag (v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + fixed4 finalColor; + float2 uv2 = i.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float PaletteMask151 = tex2D( _Palette, uv2 ).r; + float Mask_1164 = ( 1.0 - step( PaletteMask151 , ( 1.0 * 0.05 ) ) ); + float4 lerpResult360 = lerp( _SkinMain , float4( 0,0,0,0 ) , Mask_1164); + float Mask_2155 = ( ( 1.0 - step( PaletteMask151 , ( 1.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 2.0 * 0.05 ) ) ); + float4 lerpResult362 = lerp( lerpResult360 , _SkinSecondry , Mask_2155); + float Mask_3180 = ( ( 1.0 - step( PaletteMask151 , ( 2.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 3.0 * 0.05 ) ) ); + float4 lerpResult389 = lerp( lerpResult362 , _SkinFeatures , Mask_3180); + float Mask_4192 = ( ( 1.0 - step( PaletteMask151 , ( 3.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 4.0 * 0.05 ) ) ); + float4 lerpResult394 = lerp( lerpResult389 , _Hair , Mask_4192); + float Mask_5204 = ( ( 1.0 - step( PaletteMask151 , ( 4.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 5.0 * 0.05 ) ) ); + float4 lerpResult391 = lerp( lerpResult394 , _Color1 , Mask_5204); + float Mask_6217 = ( ( 1.0 - step( PaletteMask151 , ( 5.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 6.0 * 0.05 ) ) ); + float4 lerpResult392 = lerp( lerpResult391 , _Color2 , Mask_6217); + float Mask_7228 = ( ( 1.0 - step( PaletteMask151 , ( 6.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 8.0 * 0.05 ) ) ); + float4 lerpResult400 = lerp( lerpResult392 , _Color3 , Mask_7228); + float Mask_8240 = ( ( 1.0 - step( PaletteMask151 , ( 8.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 9.0 * 0.05 ) ) ); + float4 lerpResult397 = lerp( lerpResult400 , _Color4 , Mask_8240); + float Mask_9252 = ( ( 1.0 - step( PaletteMask151 , ( 9.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 10.0 * 0.05 ) ) ); + float4 lerpResult398 = lerp( lerpResult397 , _Color5 , Mask_9252); + float Mask_10265 = ( ( 1.0 - step( PaletteMask151 , ( 10.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 11.0 * 0.05 ) ) ); + float4 lerpResult406 = lerp( lerpResult398 , _Color6 , Mask_10265); + float Mask_11276 = ( ( 1.0 - step( PaletteMask151 , ( 11.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 12.0 * 0.05 ) ) ); + float4 lerpResult403 = lerp( lerpResult406 , _Color7 , Mask_11276); + float Mask_12288 = ( ( 1.0 - step( PaletteMask151 , ( 12.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 13.0 * 0.05 ) ) ); + float4 lerpResult404 = lerp( lerpResult403 , _Color8 , Mask_12288); + float Mask_13300 = ( ( 1.0 - step( PaletteMask151 , ( 14.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 15.0 * 0.05 ) ) ); + float4 lerpResult410 = lerp( lerpResult404 , _Black , Mask_13300); + float Mask_14312 = ( ( 1.0 - step( PaletteMask151 , ( 15.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 16.0 * 0.05 ) ) ); + float4 lerpResult408 = lerp( lerpResult410 , _White , Mask_14312); + float Mask_15324 = ( ( 1.0 - step( PaletteMask151 , ( 16.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 17.0 * 0.05 ) ) ); + float4 lerpResult409 = lerp( lerpResult408 , _Grey1 , Mask_15324); + float Mask_16336 = ( 1.0 - step( PaletteMask151 , ( 17.0 * 0.05 ) ) ); + float4 lerpResult414 = lerp( lerpResult409 , _Grey2 , Mask_16336); + float4 Color418 = lerpResult414; + float2 uv427 = i.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + + + finalColor = ( Color418 * tex2D( _Gradient, uv427 ).r ); + return finalColor; + } + ENDCG + } + } + CustomEditor "ASEMaterialInspector" + + +} +/*ASEBEGIN +Version=16301 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b: 0.754717, a: 1} + - _SkinMain: {r: 0.9056604, g: 0.28764686, b: 0.09825563, a: 1} + - _SkinSecondry: {r: 0.13207549, g: 0.04377924, b: 0.03800285, a: 1} + - _White: {r: 1, g: 1, b: 1, a: 1} diff --git a/Assets/WorldAssets/Materials/HorseShader.mat.meta b/Assets/WorldAssets/Materials/HorseShader.mat.meta new file mode 100644 index 0000000..f846fad --- /dev/null +++ b/Assets/WorldAssets/Materials/HorseShader.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 94571c0ddfe91f54793b1bcb33b88814 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WorldAssets/Shaders.meta b/Assets/WorldAssets/Shaders.meta new file mode 100644 index 0000000..0f91a2f --- /dev/null +++ b/Assets/WorldAssets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8eeb4682c9b1c4e4d933cee1c923b4d7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WorldAssets/Shaders/CharacterShader.shader b/Assets/WorldAssets/Shaders/CharacterShader.shader new file mode 100644 index 0000000..fd67a41 --- /dev/null +++ b/Assets/WorldAssets/Shaders/CharacterShader.shader @@ -0,0 +1,581 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Custom/CharacterShader" +{ + Properties + { + _SkinMain("Skin Main", Color) = (1,0.7583241,0.6839622,1) + _SkinSecondry("Skin Secondry", Color) = (0.990566,0.5706029,0.5466803,1) + _SkinFeatures("Skin Features", Color) = (0.9433962,0.7349925,0.6363475,1) + _Hair("Hair", Color) = (1,0.3348032,0,1) + _Color1("Color 1", Color) = (0.4413938,0.8421596,0.8584906,1) + _Color2("Color 2", Color) = (1,1,1,1) + _Color3("Color 3", Color) = (1,1,1,1) + _Color4("Color 4", Color) = (1,1,1,1) + _Color5("Color 5", Color) = (1,1,1,1) + _Color6("Color 6", Color) = (1,1,1,1) + _Color7("Color 7", Color) = (1,1,1,1) + _Color8("Color 8", Color) = (1,1,1,1) + _Black("Black", Color) = (0,0,0,1) + _White("White", Color) = (1,1,1,1) + _Grey1("Grey 1", Color) = (0.5849056,0.5849056,0.5849056,1) + _Grey2("Grey 2", Color) = (0.6698113,0.587731,0.5149964,1) + _Palette("Palette", 2D) = "white" {} + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } + Cull Off + CGPROGRAM + #pragma target 3.0 + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform float4 _SkinMain; + uniform sampler2D _Palette; + uniform float4 _SkinSecondry; + uniform float4 _SkinFeatures; + uniform float4 _Hair; + uniform float4 _Color1; + uniform float4 _Color2; + uniform float4 _Color3; + uniform float4 _Color4; + uniform float4 _Color5; + uniform float4 _Color6; + uniform float4 _Color7; + uniform float4 _Color8; + uniform float4 _Black; + uniform float4 _White; + uniform float4 _Grey1; + uniform float4 _Grey2; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float PaletteMask151 = tex2D( _Palette, i.uv_texcoord ).r; + float Mask_1164 = ( 1.0 - step( PaletteMask151 , ( 1.0 * 0.05 ) ) ); + float4 lerpResult360 = lerp( _SkinMain , float4( 0,0,0,0 ) , Mask_1164); + float Mask_2155 = ( ( 1.0 - step( PaletteMask151 , ( 1.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 2.0 * 0.05 ) ) ); + float4 lerpResult362 = lerp( lerpResult360 , _SkinSecondry , Mask_2155); + float Mask_3180 = ( ( 1.0 - step( PaletteMask151 , ( 2.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 3.0 * 0.05 ) ) ); + float4 lerpResult389 = lerp( lerpResult362 , _SkinFeatures , Mask_3180); + float Mask_4192 = ( ( 1.0 - step( PaletteMask151 , ( 3.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 4.0 * 0.05 ) ) ); + float4 lerpResult394 = lerp( lerpResult389 , _Hair , Mask_4192); + float Mask_5204 = ( ( 1.0 - step( PaletteMask151 , ( 4.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 5.0 * 0.05 ) ) ); + float4 lerpResult391 = lerp( lerpResult394 , _Color1 , Mask_5204); + float Mask_6217 = ( ( 1.0 - step( PaletteMask151 , ( 5.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 6.0 * 0.05 ) ) ); + float4 lerpResult392 = lerp( lerpResult391 , _Color2 , Mask_6217); + float Mask_7228 = ( ( 1.0 - step( PaletteMask151 , ( 6.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 8.0 * 0.05 ) ) ); + float4 lerpResult400 = lerp( lerpResult392 , _Color3 , Mask_7228); + float Mask_8240 = ( ( 1.0 - step( PaletteMask151 , ( 8.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 9.0 * 0.05 ) ) ); + float4 lerpResult397 = lerp( lerpResult400 , _Color4 , Mask_8240); + float Mask_9252 = ( ( 1.0 - step( PaletteMask151 , ( 9.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 10.0 * 0.05 ) ) ); + float4 lerpResult398 = lerp( lerpResult397 , _Color5 , Mask_9252); + float Mask_10265 = ( ( 1.0 - step( PaletteMask151 , ( 10.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 11.0 * 0.05 ) ) ); + float4 lerpResult406 = lerp( lerpResult398 , _Color6 , Mask_10265); + float Mask_11276 = ( ( 1.0 - step( PaletteMask151 , ( 11.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 12.0 * 0.05 ) ) ); + float4 lerpResult403 = lerp( lerpResult406 , _Color7 , Mask_11276); + float Mask_12288 = ( ( 1.0 - step( PaletteMask151 , ( 12.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 13.0 * 0.05 ) ) ); + float4 lerpResult404 = lerp( lerpResult403 , _Color8 , Mask_12288); + float Mask_13300 = ( ( 1.0 - step( PaletteMask151 , ( 14.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 15.0 * 0.05 ) ) ); + float4 lerpResult410 = lerp( lerpResult404 , _Black , Mask_13300); + float Mask_14312 = ( ( 1.0 - step( PaletteMask151 , ( 15.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 16.0 * 0.05 ) ) ); + float4 lerpResult408 = lerp( lerpResult410 , _White , Mask_14312); + float Mask_15324 = ( ( 1.0 - step( PaletteMask151 , ( 16.0 * 0.05 ) ) ) * step( PaletteMask151 , ( 17.0 * 0.05 ) ) ); + float4 lerpResult409 = lerp( lerpResult408 , _Grey1 , Mask_15324); + float Mask_16336 = ( 1.0 - step( PaletteMask151 , ( 17.0 * 0.05 ) ) ); + 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