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Added weapons

weapons
Lachlan 9 years ago
parent
commit
6d742d7ae4
14 changed files with 269 additions and 0 deletions
  1. BIN
      playable/Assets/Horn1.fbx
  2. +127
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  3. BIN
      playable/Assets/Lachlan_jump_work.unity
  4. BIN
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  5. +4
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  6. BIN
      playable/Assets/Materials/blinn2.mat
  7. +4
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      playable/Assets/Materials/blinn2.mat.meta
  8. BIN
      playable/Assets/Materials/lambert2.mat
  9. +4
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  10. +5
    -0
      playable/Assets/Shaders.meta
  11. +39
    -0
      playable/Assets/Shaders/ItemGlow.shader
  12. +5
    -0
      playable/Assets/Shaders/ItemGlow.shader.meta
  13. BIN
      playable/Assets/chainsaw01.fbx
  14. +81
    -0
      playable/Assets/chainsaw01.fbx.meta

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Shader "Custom/ItemGlow" {
Properties {
_ColorTint("Color Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_RimColor("Rim Color", Color) = (1,1,1,1)
_RimPower("Rim Power", Range(1.0,6.0)) = 3.0
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float4 color : Color;
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float4 _ColorTint;
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o) {
IN.color = _ColorTint;
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * IN.color;
o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap));
half rim = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission= _RimColor.rgb * pow(rim, _RimPower);
}
ENDCG
}
FallBack "Diffuse"
}

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playable/Assets/chainsaw01.fbx View File


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