(Feat) Add build
@@ -2,8 +2,6 @@
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[Ll]ibrary/
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[Ll]ibrary/
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[Tt]emp/
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[Tt]emp/
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[Oo]bj/
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[Oo]bj/
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[Bb]uild/
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[Bb]uilds/
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[Ll]ogs/
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[Ll]ogs/
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[Uu]ser[Ss]ettings/
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[Uu]ser[Ss]ettings/
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[Mm]emoryCaptures/
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{
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{
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[Header(Ghost Tint set to green when placeable red when blocked)][Space]
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[HDR] _BaseColor("Ghost Color", Color) = (0.2, 1.0, 0.35, 1)
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_FillOpacity("Fill Opacity (body see through amount)", Range(0,1)) = 0.15
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_RimIntensity("Rim Intensity", Range(0,8)) = 2.5
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|
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[Header(Scan Pulse gentle breathing glow)][Space]
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_PulseSpeed("Pulse Speed", Float) = 2.5
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_PulseMin("Pulse Min", Range(0,2)) = 0.7
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_PulseMax("Pulse Max", Range(0,2)) = 1.15
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[Header(Rendering)][Space]
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[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2
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}
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// Shared declarations for every pass.
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HLSLINCLUDE
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CBUFFER_START(UnityPerMaterial)
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half _RimPower;
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half _RimIntensity;
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CBUFFER_END
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ENDHLSL
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// =====================================================================
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// Ghost — unlit, additive-ish transparent body with a bright fresnel
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// rim so the silhouette reads clearly. The whole look is driven by the
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// single _BaseColor tint, so placement code just swaps green <-> red.
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// =====================================================================
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{
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ZTest LEqual
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Cull [_Cull]
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
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|
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struct Varyings
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{
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float3 positionWS : TEXCOORD0;
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half3 normalWS : TEXCOORD1;
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float fogFactor : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
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UNITY_VERTEX_OUTPUT_STEREO
|
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|
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Varyings GhostVertex(Attributes IN)
|
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|
{
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UNITY_SETUP_INSTANCE_ID(IN);
|
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
|
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|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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|
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||||||
|
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|
VertexNormalInputs normalInput = GetVertexNormalInputs(IN.normalOS);
|
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|
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|
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|
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|
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|
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|
OUT.normalWS = normalInput.normalWS;
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return OUT;
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{
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|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
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|
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||||||
|
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|
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|
half3 viewDirWS = normalize(GetWorldSpaceViewDir(IN.positionWS));
|
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|
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|
// Fresnel rim: bright on grazing angles so the edge glows.
|
||||||
|
half fresnel = pow(1.0 - saturate(dot(normalWS, viewDirWS)), _RimPower);
|
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|
half rim = fresnel * _RimIntensity;
|
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|
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|
// Breathing pulse so the ghost feels alive without moving.
|
||||||
|
half pulse = lerp(_PulseMin, _PulseMax, sin(_Time.y * _PulseSpeed) * 0.5 + 0.5);
|
||||||
|
|
||||||
|
half3 color = _BaseColor.rgb * pulse;
|
||||||
|
half alpha = saturate(_FillOpacity + rim) * pulse * _BaseColor.a;
|
||||||
|
|
||||||
|
color = MixFog(color, IN.fogFactor);
|
||||||
|
return half4(color, saturate(alpha));
|
||||||
|
}
|
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ENDHLSL
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