1. UI 버튼 작업 했음 2. 칼, 방패 따로 붙이는 작업 헀음 3. 공격 모션에 이제 버튼 연동함 Todo 1. 공격시 화면 이상하게 흔들리는거 수정할 차례 2. 히트 박스 해서 몬스터 공격하는거 연동하기
140 lines
3.4 KiB
Plaintext
Executable File
140 lines
3.4 KiB
Plaintext
Executable File
// Simplified version of the SDF Surface shader :
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// - No support for Bevel, Bump or envmap
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// - Diffuse only lighting
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// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
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Properties {
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_FaceTex ("Fill Texture", 2D) = "white" {}
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_FaceColor ("Fill Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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// Should not be directly exposed to the user
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_CullMode ("Cull Mode", Float) = 0
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//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
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//_MaskSoftness ("Mask Softness", float) = 0
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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LOD 300
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Cull [_CullMode]
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CGPROGRAM
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#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
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#pragma target 3.0
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#pragma shader_feature __ GLOW_ON
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#include "TMPro_Properties.cginc"
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#include "TMPro.cginc"
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half _FaceShininess;
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half _OutlineShininess;
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struct Input
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{
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fixed4 color : COLOR;
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float2 uv_MainTex;
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float2 uv2_FaceTex;
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float2 uv2_OutlineTex;
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float2 param; // Weight, Scale
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float3 viewDirEnv;
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};
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#include "TMPro_Surface.cginc"
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ENDCG
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// Pass to render object as a shadow caster
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Pass
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{
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Name "Caster"
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Tags { "LightMode" = "ShadowCaster" }
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Offset 1, 1
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Fog {Mode Off}
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ZWrite On ZTest LEqual Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#include "UnityCG.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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float2 uv2 : TEXCOORD3;
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float alphaClip : TEXCOORD2;
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};
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uniform float4 _MainTex_ST;
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uniform float4 _OutlineTex_ST;
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float _OutlineWidth;
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float _FaceDilate;
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float _ScaleRatioA;
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v2f vert( appdata_base v )
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{
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
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o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
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return o;
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}
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uniform sampler2D _MainTex;
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float4 frag(v2f i) : COLOR
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{
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fixed4 texcol = tex2D(_MainTex, i.uv).a;
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clip(texcol.a - i.alphaClip);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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