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// 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" | |||||
} | |||||
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class HumptyDumptyController : MonoBehaviour | |||||
{ | |||||
// Start is called before the first frame update | |||||
void Start() | |||||
{ | |||||
} | |||||
// Update is called once per frame | |||||
void Update() | |||||
{ | |||||
} | |||||
} |
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// 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 ) ) ); | |||||
float4 lerpResult414 = lerp( lerpResult409 , _Grey2 , Mask_16336); | |||||
float4 Color418 = lerpResult414; | |||||
o.Albedo = Color418.rgb; | |||||
o.Metallic = 0.0; | |||||
o.Smoothness = 0.0; | |||||
o.Alpha = 1; | |||||
} | |||||
ENDCG | |||||
} | |||||
Fallback "Diffuse" | |||||
CustomEditor "ASEMaterialInspector" | |||||
} | |||||
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// Made with Amplify Shader Editor | |||||
// Available at the Unity Asset Store - http://u3d.as/y3X | |||||
Shader "Animmal/Fog" | |||||
{ | |||||
Properties | |||||
{ | |||||
_FogIntensity("FogIntensity", Range( 0 , 1)) = 0 | |||||
_FogMaxIntensity("FogMaxIntensity", Range( 0 , 1)) = 0 | |||||
_FogColor("FogColor", Color) = (0.1470588,1,0.634,0) | |||||
[HideInInspector] __dirty( "", Int ) = 1 | |||||
[Header(Forward Rendering Options)] | |||||
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 | |||||
[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 | |||||
} | |||||
SubShader | |||||
{ | |||||
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true" } | |||||
Cull Back | |||||
CGPROGRAM | |||||
#include "UnityCG.cginc" | |||||
#pragma target 3.0 | |||||
#pragma multi_compile_instancing | |||||
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF | |||||
#pragma shader_feature _GLOSSYREFLECTIONS_OFF | |||||
#pragma surface surf Standard alpha:fade keepalpha noshadow dithercrossfade | |||||
struct Input | |||||
{ | |||||
float4 screenPos; | |||||
}; | |||||
uniform float4 _FogColor; | |||||
uniform sampler2D _CameraDepthTexture; | |||||
uniform float _FogIntensity; | |||||
uniform float _FogMaxIntensity; | |||||
void surf( Input i , inout SurfaceOutputStandard o ) | |||||
{ | |||||
o.Emission = _FogColor.rgb; | |||||
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); | |||||
float eyeDepth10 = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,UNITY_PROJ_COORD(ase_screenPos)))); | |||||
float clampResult19 = clamp( ( abs( ( eyeDepth10 - ase_screenPos.w ) ) * (0.1 + (_FogIntensity - 0) * (0.4 - 0.1) / (1 - 0)) ) , 0 , _FogMaxIntensity ); | |||||
o.Alpha = clampResult19; | |||||
} | |||||
ENDCG | |||||
} | |||||
CustomEditor "ASEMaterialInspector" | |||||
} | |||||
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