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a/Assets/Monster/scripts.meta b/Assets/Monster/scripts.meta deleted file mode 100644 index 2eeb9a5..0000000 --- a/Assets/Monster/scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1913e750f471ea448b760621864a7734 -folderAsset: yes -timeCreated: 1477621752 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/attacksounds.js b/Assets/Monster/scripts/attacksounds.js deleted file mode 100644 index d2745a0..0000000 --- a/Assets/Monster/scripts/attacksounds.js +++ /dev/null @@ -1,17 +0,0 @@ -#pragma strict -var attacksource : AudioSource; -var attackclips : AudioClip[]; -function Start () { - -} - -function Update () { - -} -function attacksound() -{ - attacksource.clip = attackclips[Random.Range(0,attackclips.Length)]; - attacksource.loop = false; - attacksource.pitch = 0.9 + 0.2*Random.value; - attacksource.Play(); -} \ No newline at end of file diff --git a/Assets/Monster/scripts/attacksounds.js.meta b/Assets/Monster/scripts/attacksounds.js.meta deleted file mode 100644 index 52ebeed..0000000 --- a/Assets/Monster/scripts/attacksounds.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: a52b96fa86a792b4790d169dd20d6209 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/breakable.js b/Assets/Monster/scripts/breakable.js deleted file mode 100644 index f7c7fde..0000000 --- a/Assets/Monster/scripts/breakable.js +++ /dev/null @@ -1,22 +0,0 @@ -#pragma strict -var hitpoints: float = 100; -var spawnobject : Transform; -function Start () { - -} - -function Update () -{ - if (hitpoints <= 0) - { - Instantiate(spawnobject, transform.position, transform.rotation); - Destroy (gameObject); - } - -} -function Damage (damage : float) -{ - - yield WaitForSeconds (0.1); - hitpoints = hitpoints - damage; -} \ No newline at end of file diff --git a/Assets/Monster/scripts/breakable.js.meta b/Assets/Monster/scripts/breakable.js.meta deleted file mode 100644 index 6655473..0000000 --- a/Assets/Monster/scripts/breakable.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: d7ddf3e4bd5affb4bac6f78e0987a172 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/breakparts.js b/Assets/Monster/scripts/breakparts.js deleted file mode 100644 index 7ef30df..0000000 --- a/Assets/Monster/scripts/breakparts.js +++ /dev/null @@ -1,20 +0,0 @@ -var radius = 5.0; -var power = 10.0; - -function Start () -{ - -var explosionPos : Vector3 = transform.position; -var colliders : Collider[] = Physics.OverlapSphere (explosionPos, radius); -Destroy (gameObject, 20); -for (var hit : Collider in colliders) -{ - if (hit && hit.GetComponent.()) - - - - hit.GetComponent.().AddExplosionForce(power, explosionPos, radius, 3.0); - - - } -} \ No newline at end of file diff --git a/Assets/Monster/scripts/breakparts.js.meta b/Assets/Monster/scripts/breakparts.js.meta deleted file mode 100644 index be35b08..0000000 --- a/Assets/Monster/scripts/breakparts.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: b56824bb161d68043ae5fb7cf501f9af -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/cameraRoot.js b/Assets/Monster/scripts/cameraRoot.js deleted file mode 100644 index ff052ad..0000000 --- a/Assets/Monster/scripts/cameraRoot.js +++ /dev/null @@ -1,67 +0,0 @@ -var target : Transform; -var targetOffset = Vector3.zero; -var distance = 4.0; - - - -var lineOfSightMask : LayerMask = 0; -var closerRadius : float = 0.2; -var closerSnapLag : float = 0.2; - -var xSpeed = 200.0; -var ySpeed = 80.0; - -var yMinLimit = -20; -var yMaxLimit = 80; - -private var currentDistance = 10.0; -private var x = 0.0; -private var y = 0.0; -private var distanceVelocity = 0.0; - -function Start () { - var angles = transform.eulerAngles; - x = angles.y; - y = angles.x; - currentDistance = distance; - - // Make the rigid body not change rotation - if (GetComponent.()) - GetComponent.().freezeRotation = true; -} - -function LateUpdate () { - if (target) { - x += Input.GetAxis("Mouse X") * xSpeed * 0.02; - y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; - - y = ClampAngle(y, yMinLimit, yMaxLimit); - - var rotation = Quaternion.Euler(y, x, 0); - var targetPos = target.position + targetOffset; - var direction = rotation * -Vector3.forward; - - var targetDistance = AdjustLineOfSight(targetPos, direction); - currentDistance = Mathf.SmoothDamp(currentDistance, targetDistance, distanceVelocity, closerSnapLag * .3); - - transform.rotation = rotation; - transform.position = targetPos + direction * currentDistance; - } -} - -function AdjustLineOfSight (target : Vector3, direction : Vector3) : float -{ - var hit : RaycastHit; - if (Physics.Raycast (target, direction, hit, distance, lineOfSightMask.value)) - return hit.distance - closerRadius; - else - return distance; -} - -static function ClampAngle (angle : float, min : float, max : float) { - if (angle < -360) - angle += 360; - if (angle > 360) - angle -= 360; - return Mathf.Clamp (angle, min, max); -} diff --git a/Assets/Monster/scripts/cameraRoot.js.meta b/Assets/Monster/scripts/cameraRoot.js.meta deleted file mode 100644 index 957e3b6..0000000 --- a/Assets/Monster/scripts/cameraRoot.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: b016636eef89adc45905f872cc17d632 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/desktop.ini b/Assets/Monster/scripts/desktop.ini deleted file mode 100644 index 309dea2..0000000 --- a/Assets/Monster/scripts/desktop.ini +++ /dev/null @@ -1,5 +0,0 @@ -[.ShellClassInfo] -InfoTip=This folder is shared online. -IconFile=C:\Program Files (x86)\Google\Drive\googledrivesync.exe -IconIndex=16 - \ No newline at end of file diff --git a/Assets/Monster/scripts/desktop.ini (1).meta b/Assets/Monster/scripts/desktop.ini (1).meta deleted file mode 100644 index 219a1ec..0000000 --- a/Assets/Monster/scripts/desktop.ini (1).meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5756f92e8a8335e42b2874fcbfd12fee -timeCreated: 1475800526 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/desktop.ini.meta b/Assets/Monster/scripts/desktop.ini.meta deleted file mode 100644 index ef45889..0000000 --- a/Assets/Monster/scripts/desktop.ini.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1e309341e1c5d5242a6ebbacb9e7f62e -timeCreated: 1477621752 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/footsounds.js b/Assets/Monster/scripts/footsounds.js deleted file mode 100644 index b996233..0000000 --- a/Assets/Monster/scripts/footsounds.js +++ /dev/null @@ -1,23 +0,0 @@ -#pragma strict -var footsounds : AudioClip[]; -var footsource : AudioSource; -function Start () { - -} - -function Update () -{ - - -} -function OnTriggerEnter (other : Collider) -{ - if (!footsource.isPlaying) - { - - footsource.clip = footsounds[Random.Range(0,footsounds.Length)]; - footsource.loop = false; - footsource.pitch = 0.9 + 0.2*Random.value; - footsource.Play(); - } -} \ No newline at end of file diff --git a/Assets/Monster/scripts/footsounds.js.meta b/Assets/Monster/scripts/footsounds.js.meta deleted file mode 100644 index 8b55c30..0000000 --- a/Assets/Monster/scripts/footsounds.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 480a67f1abc301c47b827b964426e663 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/mace.js b/Assets/Monster/scripts/mace.js deleted file mode 100644 index f2b70cf..0000000 --- a/Assets/Monster/scripts/mace.js +++ /dev/null @@ -1,73 +0,0 @@ -#pragma strict -var impactPrefab : Transform; -var mask : LayerMask; -var damage : float = 25; -var force : float = 250; -var range : float = 4; -var shortrange : float = 1; -var shortradius: float = 1; -var shortdamage : float = 10; -var radius : float = 5.0; - -var raystartpos : Transform; -function Start () { - -} - -function Update () { - -} -function rayfire() -{ - var fwrd = raystartpos.transform.forward; - var ray = new Ray (raystartpos.position, fwrd); - var rayhit : RaycastHit = new RaycastHit(); - - if (Physics.Raycast(ray,rayhit, range,mask)) - { - - var explosionPos : Vector3 = rayhit.point; - var colliders : Collider[] = Physics.OverlapSphere (explosionPos, radius); - - for (var hit : Collider in colliders) - { - if (hit && hit.GetComponent.() && hit.tag != "Player") - - - - hit.GetComponent.().AddExplosionForce(force, explosionPos, radius, 3.0); - - hit.SendMessage ("Damage", damage,SendMessageOptions.DontRequireReceiver); - } - var impact = Instantiate(impactPrefab, rayhit.point, Quaternion.FromToRotation(Vector3.up, rayhit.normal)); - - } - -} -function rayfireshort() -{ - var fwrd = raystartpos.transform.forward; - var ray = new Ray (raystartpos.position, fwrd); - var rayhit : RaycastHit = new RaycastHit(); - - if (Physics.Raycast(ray,rayhit, shortrange,mask)) - { - - var explosionPos : Vector3 = rayhit.point; - var colliders : Collider[] = Physics.OverlapSphere (explosionPos, shortradius); - - for (var hit : Collider in colliders) - { - if (hit && hit.GetComponent.() && hit.tag != "Player") - - - - hit.GetComponent.().AddExplosionForce(force, explosionPos, shortradius, 3.0); - - hit.SendMessage ("Damage", shortdamage,SendMessageOptions.DontRequireReceiver); - } - var impact = Instantiate(impactPrefab, rayhit.point, Quaternion.FromToRotation(Vector3.up, rayhit.normal)); - - } - -} \ No newline at end of file diff --git a/Assets/Monster/scripts/mace.js.meta b/Assets/Monster/scripts/mace.js.meta deleted file mode 100644 index e9c33cf..0000000 --- a/Assets/Monster/scripts/mace.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: bc99bba037f3052419d7e5b43c516041 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/monstercontroller.js b/Assets/Monster/scripts/monstercontroller.js deleted file mode 100644 index 77a34df..0000000 --- a/Assets/Monster/scripts/monstercontroller.js +++ /dev/null @@ -1,295 +0,0 @@ -#pragma strict - - -var maxVelocityChange = 10.0; -var canJump = true; -var jumpHeight = 2.0; -var jumpinterval : float = 1.5; -private var nextjump : float = 1.2; - -public var speed : float = 4; -var runspeed : float = 8; -private var moveAmount : float; -var smoothSpeed : float = 2; -private var sensitivityX : float = 6; - - -public var gravity : float = 25; -public var rotateSpeed : float = 8.0; -public var dampTime : float = 3; -public var mask : LayerMask; -public var downcastrange : float =1.2; -private var horizontalSpeed : float; - -var grounded : boolean; -var myaudiosource : AudioSource; -var target : Transform; -var chest : Transform; -var jumpclip : AudioClip; -private var velocityChange : Vector3; - -private var running : boolean = false; - -private var originalSpeed : float; - -private var forward : Vector3 = Vector3.forward; -private var moveDirection : Vector3 = Vector3.zero; -private var right : Vector3; -private var canrun : boolean = true; -private var canjump : boolean = false; -private var isjumping : boolean = false; - -private var usegravity : boolean = true; -var shield : Transform; -var weapon : Transform; -var lefthandpos : Transform; -var righthandpos : Transform; -var chestposshield : Transform; -var chestposweapon : Transform; -var equip1sound : AudioClip; -var equip2sound : AudioClip; -var holster1sound : AudioClip; -var holster2sound : AudioClip; -private var fightmodus : boolean = false; -private var didselect : boolean = false; -private var canattack : boolean = true; -var addvector : Vector3; - -function Awake() -{ - GetComponent.().freezeRotation = true; - GetComponent.().useGravity = false; - -} -function Start() -{ - originalSpeed = speed; - -} -function FixedUpdate() -{ - - var animator = GetComponent(Animator); - forward = GetComponent.().main.transform.forward; - right = new Vector3(forward.z, 0, -forward.x); - var hor = Input.GetAxis("Horizontal"); - var ver = Input.GetAxis("Vertical"); - var targetDirection : Vector3 = (hor * right) + (ver * forward); - targetDirection = targetDirection.normalized; - - var velocity = GetComponent.().velocity; - var z = GetComponent.().velocity.z; - var x = GetComponent.().velocity.x; - var currentmagnitude = new Vector3(x,0,z); - var localmagnitude = transform.InverseTransformDirection(currentmagnitude); - if (fightmodus) - { - - - var localTarget = transform.InverseTransformPoint(target.position); - var addfloat = (Mathf.Atan2(localTarget.x, localTarget.z)); - - canrun = false; - - var relativePos = target.transform.position - transform.position; - var lookrotation = Quaternion.LookRotation(relativePos,Vector3.up); - lookrotation.x = 0; - lookrotation.z = 0; - animator.SetFloat("hor",(localmagnitude.x) + (addfloat * 2), dampTime , 0.8); - animator.SetFloat("ver",(localmagnitude.z), dampTime , 0.8); - transform.rotation = Quaternion.Lerp(transform.rotation,lookrotation,Time.deltaTime * rotateSpeed); - - - } - else - { - - canrun = true; - - if (targetDirection != Vector3.zero) - { - var lookrotation2 = Quaternion.LookRotation(targetDirection,Vector3.up); - lookrotation2.x = 0; - lookrotation2.z = 0; - transform.rotation = Quaternion.Lerp(transform.rotation,lookrotation2,Time.deltaTime * rotateSpeed); - } - } - - if(grounded) - { - - var velocityanim = Mathf.Clamp01(currentmagnitude.magnitude); - - var targetVelocity = targetDirection; - - - if (Input.GetButton("Fire2") && canrun && !isjumping) - { - targetVelocity *= runspeed; - velocityanim *= 2; - - - } - else - { - targetVelocity *= speed; - velocityanim *= 1; - - - - } - if (Input.GetButton("Fire1")&& canattack) - { - - var currentState : AnimatorStateInfo = animator.GetCurrentAnimatorStateInfo(2); - if (currentState.length == 0) - { - var attackrandom : int = Random.Range(0,4); - animator.SetFloat("random",attackrandom); - animator.SetBool("attack",true); - - } - - } - else - { - animator.SetBool("attack",false); - } - - - - velocityChange = (targetVelocity - velocity); - velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange); - velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange); - velocityChange.y = 0; - GetComponent.().AddForce(velocityChange, ForceMode.VelocityChange); - - - animator.SetFloat("speed",velocityanim,dampTime, 0.2); - - if (Input.GetButton("Jump") && Time.time > nextjump) - { - nextjump = Time.time + jumpinterval; - isjumping = true; - myaudiosource.clip = jumpclip; - myaudiosource.loop = false; - myaudiosource.pitch = 1; - myaudiosource.Play(); - GetComponent.().velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z); - animator.SetBool("jump",true); - } - else - { - animator.SetBool("jump",false); - isjumping = false; - - } - } - - if (Input.GetButton("Fire3")) - { - weaponselect(); - } - - animator.SetBool("grounded",grounded); - - GetComponent.().AddForce(Vector3 (0, -gravity * GetComponent.().mass, 0)); - - - testground(); - - } - -function testground () -{ - - yield WaitForSeconds(0.5f); - var hit : RaycastHit; - - if(Physics.Raycast(transform.position + Vector3.up, Vector3.down, hit, downcastrange , mask )) - { - grounded = true; - } - else - { - grounded = false; - } - - -} - -function CalculateJumpVerticalSpeed () -{ - // From the jump height and gravity we deduce the upwards speed - // for the character to reach at the apex. - return Mathf.Sqrt(2 * jumpHeight * gravity); -} -function grabshield() -{ - shield.parent = lefthandpos; - shield.position = lefthandpos.position; - shield.rotation = lefthandpos.rotation; - fightmodus = true; - myaudiosource.clip = equip2sound; - myaudiosource.loop = false; - myaudiosource.pitch = 0.9 + 0.2*Random.value; - myaudiosource.Play(); -} -function grabweapon() -{ - weapon.parent = righthandpos; - weapon.position = righthandpos.position; - weapon.rotation = righthandpos.rotation; - myaudiosource.clip = equip1sound; - myaudiosource.loop = false; - myaudiosource.pitch = 0.9 + 0.2*Random.value; - myaudiosource.Play(); - - -} -function holstershield() -{ - shield.parent = chestposshield; - shield.position = chestposshield.position; - shield.rotation = chestposshield.rotation; - myaudiosource.clip = holster1sound; - myaudiosource.loop = false; - myaudiosource.pitch = 0.9 + 0.2*Random.value; - myaudiosource.Play(); - -} -function holsterweapon() -{ - fightmodus = false; - weapon.parent = chestposweapon; - weapon.position = chestposweapon.position; - weapon.rotation = chestposweapon.rotation; - myaudiosource.clip = holster2sound; - myaudiosource.loop = false; - myaudiosource.pitch = 0.9 + 0.2*Random.value; - myaudiosource.Play(); -} -function weaponselect() -{ - canattack = false; - var animator = GetComponent(Animator); - - yield WaitForSeconds(0.2); - - if (!didselect) - { - animator.SetBool("grabweapon",true); - yield WaitForSeconds(2); - didselect = true; - } - else - { - - animator.SetBool("grabweapon",false); - yield WaitForSeconds(2); - didselect = false; - } - canattack = true; - - -} \ No newline at end of file diff --git a/Assets/Monster/scripts/monstercontroller.js.meta b/Assets/Monster/scripts/monstercontroller.js.meta deleted file mode 100644 index 4f00851..0000000 --- a/Assets/Monster/scripts/monstercontroller.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 18ad5c45bf8cd5d4fb4314e12e07c63c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/playrandomsound.js b/Assets/Monster/scripts/playrandomsound.js deleted file mode 100644 index e7b2b19..0000000 --- a/Assets/Monster/scripts/playrandomsound.js +++ /dev/null @@ -1,27 +0,0 @@ -#pragma strict -var myaudiosource : AudioSource; -var clips : AudioClip[]; - - -var soundInterval : float = 4; -private var nextsound : float = 20; - - -function Start() -{ - -} -function Update() -{ - if (Time.time > nextsound) - { - nextsound = Time.time + soundInterval; - - - myaudiosource.clip = clips[Random.Range(0,clips.Length)]; - myaudiosource.Play();; - } - - - -} diff --git a/Assets/Monster/scripts/playrandomsound.js.meta b/Assets/Monster/scripts/playrandomsound.js.meta deleted file mode 100644 index 6617820..0000000 --- a/Assets/Monster/scripts/playrandomsound.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 38ad6a0b191a8ec419d0b0607b702262 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/scripts/wait&destroy.js b/Assets/Monster/scripts/wait&destroy.js deleted file mode 100644 index ee46e88..0000000 --- a/Assets/Monster/scripts/wait&destroy.js +++ /dev/null @@ -1,8 +0,0 @@ -#pragma strict - -var waitTime : float = 10; - -function Start () -{ - Destroy (gameObject, waitTime); -} \ No newline at end of file diff --git a/Assets/Monster/scripts/wait&destroy.js.meta b/Assets/Monster/scripts/wait&destroy.js.meta deleted file mode 100644 index 35b2194..0000000 --- a/Assets/Monster/scripts/wait&destroy.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: b5c411a2c32305b4fbf23958b5e1daf3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/shaders (1).meta b/Assets/Monster/shaders (1).meta deleted file mode 100644 index 410c823..0000000 --- a/Assets/Monster/shaders (1).meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fab6d19de3d583a4b93a60a04f568420 -folderAsset: yes -timeCreated: 1475800336 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/shaders.meta b/Assets/Monster/shaders.meta deleted file mode 100644 index 365bb21..0000000 --- a/Assets/Monster/shaders.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e76854c63e8708b42aa844693b1b3a96 -folderAsset: yes -timeCreated: 1477621752 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/shaders/bumpSpecmap.shader b/Assets/Monster/shaders/bumpSpecmap.shader deleted file mode 100644 index df33e33..0000000 --- a/Assets/Monster/shaders/bumpSpecmap.shader +++ /dev/null @@ -1,190 +0,0 @@ -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -// Shader created with Shader Forge v1.04 -// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ -// Note: Manually altering this data may prevent you from opening it in Shader Forge -/*SF_DATA;ver:1.04;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,limd:1,uamb:True,mssp:True,lmpd:False,lprd:False,rprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,blpr:0,bsrc:0,bdst:1,culm:0,dpts:2,wrdp:True,dith:2,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.2561635,fgcg:0.3314432,fgcb:0.3382353,fgca:1,fgde:0.05,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:564,x:32719,y:32712,varname:node_564,prsc:2|diff-1490-RGB,spec-8449-RGB,gloss-6847-OUT,normal-7084-RGB;n:type:ShaderForge.SFN_Tex2d,id:7084,x:32501,y:32813,ptovrint:False,ptlb:normalmap,ptin:_normalmap,varname:node_7084,prsc:2,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Slider,id:6847,x:32279,y:32524,ptovrint:False,ptlb:gloss,ptin:_gloss,varname:node_6847,prsc:2,min:0,cur:0,max:2;n:type:ShaderForge.SFN_Tex2d,id:8449,x:32348,y:32706,ptovrint:False,ptlb:specmap,ptin:_specmap,varname:node_8449,prsc:2,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:1490,x:32213,y:32777,ptovrint:False,ptlb:diffusemap,ptin:_diffusemap,varname:node_1490,prsc:2,ntxv:0,isnm:False;proporder:1490-8449-6847-7084;pass:END;sub:END;*/ - -Shader "custom/bumpSpecmap" { - Properties { - _diffusemap ("diffusemap", 2D) = "white" {} - _specmap ("specmap", 2D) = "white" {} - _gloss ("gloss", Range(0, 2)) = 0 - _normalmap ("normalmap", 2D) = "bump" {} - } - SubShader { - Tags { - "RenderType"="Opaque" - } - Pass { - Name "ForwardBase" - Tags { - "LightMode"="ForwardBase" - } - - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDBASE - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdbase_fullshadows - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform sampler2D _normalmap; uniform float4 _normalmap_ST; - uniform float _gloss; - uniform sampler2D _specmap; uniform float4 _specmap_ST; - uniform sampler2D _diffusemap; uniform float4 _diffusemap_ST; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float2 texcoord0 : TEXCOORD0; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float2 uv0 : TEXCOORD0; - float4 posWorld : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float3 tangentDir : TEXCOORD3; - float3 binormalDir : TEXCOORD4; - LIGHTING_COORDS(5,6) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 _normalmap_var = UnpackNormal(tex2D(_normalmap,TRANSFORM_TEX(i.uv0, _normalmap))); - float3 normalLocal = _normalmap_var.rgb; - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = _gloss; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float4 _specmap_var = tex2D(_specmap,TRANSFORM_TEX(i.uv0, _specmap)); - float3 specularColor = _specmap_var.rgb; - float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = max(0.0,dot( normalDirection, lightDirection )); - float3 indirectDiffuse = float3(0,0,0); - float3 directDiffuse = max( 0.0, NdotL) * attenColor; - indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light - float4 _diffusemap_var = tex2D(_diffusemap,TRANSFORM_TEX(i.uv0, _diffusemap)); - float3 diffuse = (directDiffuse + indirectDiffuse) * _diffusemap_var.rgb; -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor,1); - } - ENDCG - } - Pass { - Name "ForwardAdd" - Tags { - "LightMode"="ForwardAdd" - } - Blend One One - - - Fog { Color (0,0,0,0) } - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDADD - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdadd_fullshadows - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform sampler2D _normalmap; uniform float4 _normalmap_ST; - uniform float _gloss; - uniform sampler2D _specmap; uniform float4 _specmap_ST; - uniform sampler2D _diffusemap; uniform float4 _diffusemap_ST; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float2 texcoord0 : TEXCOORD0; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float2 uv0 : TEXCOORD0; - float4 posWorld : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float3 tangentDir : TEXCOORD3; - float3 binormalDir : TEXCOORD4; - LIGHTING_COORDS(5,6) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 _normalmap_var = UnpackNormal(tex2D(_normalmap,TRANSFORM_TEX(i.uv0, _normalmap))); - float3 normalLocal = _normalmap_var.rgb; - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = _gloss; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float4 _specmap_var = tex2D(_specmap,TRANSFORM_TEX(i.uv0, _specmap)); - float3 specularColor = _specmap_var.rgb; - float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = max(0.0,dot( normalDirection, lightDirection )); - float3 directDiffuse = max( 0.0, NdotL) * attenColor; - float4 _diffusemap_var = tex2D(_diffusemap,TRANSFORM_TEX(i.uv0, _diffusemap)); - float3 diffuse = directDiffuse * _diffusemap_var.rgb; -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor * 1,0); - } - ENDCG - } - } - FallBack "Diffuse" - CustomEditor "ShaderForgeMaterialInspector" -} diff --git a/Assets/Monster/shaders/bumpSpecmap.shader.meta b/Assets/Monster/shaders/bumpSpecmap.shader.meta deleted file mode 100644 index 3997a8e..0000000 --- a/Assets/Monster/shaders/bumpSpecmap.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 9f537a76366bf714bafd2669bc0b3501 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/shaders/caveShader.shader b/Assets/Monster/shaders/caveShader.shader deleted file mode 100644 index aef99c7..0000000 --- a/Assets/Monster/shaders/caveShader.shader +++ /dev/null @@ -1,227 +0,0 @@ -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -// Shader created with Shader Forge v1.04 -// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ -// Note: Manually altering this data may prevent you from opening it in Shader Forge 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- -Shader "custom/caveShader" { - Properties { - _rock ("rock", 2D) = "white" {} - _Ground ("Ground", 2D) = "white" {} - _min ("min", Float ) = 0 - _max ("max", Float ) = 1 - _specular ("specular", Range(0, 1)) = 0.008547009 - _rocknormal ("rocknormal", 2D) = "bump" {} - _groundnormal ("groundnormal", 2D) = "bump" {} - } - SubShader { - Tags { - "RenderType"="Opaque" - } - Pass { - Name "ForwardBase" - Tags { - "LightMode"="ForwardBase" - } - - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDBASE - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdbase_fullshadows - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform sampler2D _rock; uniform float4 _rock_ST; - uniform sampler2D _Ground; uniform float4 _Ground_ST; - uniform float _min; - uniform float _max; - uniform sampler2D _rocknormal; uniform float4 _rocknormal_ST; - uniform sampler2D _groundnormal; uniform float4 _groundnormal_ST; - uniform float _specular; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float4 posWorld : TEXCOORD0; - float3 normalDir : TEXCOORD1; - float3 tangentDir : TEXCOORD2; - float3 binormalDir : TEXCOORD3; - LIGHTING_COORDS(4,5) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 node_8894 = abs(i.normalDir); - float3 node_5078 = (node_8894*node_8894); - float2 node_2423 = float2(i.posWorld.g,i.posWorld.b); - float3 node_3578 = UnpackNormal(tex2D(_groundnormal,TRANSFORM_TEX(node_2423, _groundnormal))); - float2 node_8694 = float2(i.posWorld.b,i.posWorld.r); - float3 node_6826 = UnpackNormal(tex2D(_groundnormal,TRANSFORM_TEX(node_8694, _groundnormal))); - float2 node_3440 = float2(i.posWorld.r,i.posWorld.g); - float3 node_1504 = UnpackNormal(tex2D(_groundnormal,TRANSFORM_TEX(node_3440, _groundnormal))); - float3 node_3464 = UnpackNormal(tex2D(_rocknormal,TRANSFORM_TEX(node_2423, _rocknormal))); - float3 node_8647 = UnpackNormal(tex2D(_rocknormal,TRANSFORM_TEX(node_8694, _rocknormal))); - float3 node_5015 = UnpackNormal(tex2D(_rocknormal,TRANSFORM_TEX(node_3440, _rocknormal))); - float node_7204 = 0.0; - float node_2058 = saturate((_min + ( (i.posWorld.g - node_7204) * (_max - _min) ) / (1.0 - node_7204))); - float3 normalLocal = lerp((node_5078.r*node_3578.rgb + node_5078.g*node_6826.rgb + node_5078.b*node_1504.rgb),(node_5078.r*node_3464.rgb + node_5078.g*node_8647.rgb + node_5078.b*node_5015.rgb),node_2058); - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = _specular; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float4 node_4045 = tex2D(_Ground,TRANSFORM_TEX(node_2423, _Ground)); - float4 node_5165 = tex2D(_Ground,TRANSFORM_TEX(node_8694, _Ground)); - float4 node_7479 = tex2D(_Ground,TRANSFORM_TEX(node_3440, _Ground)); - float4 node_9941 = tex2D(_rock,TRANSFORM_TEX(node_2423, _rock)); - float4 node_3240 = tex2D(_rock,TRANSFORM_TEX(node_8694, _rock)); - float4 node_583 = tex2D(_rock,TRANSFORM_TEX(node_3440, _rock)); - float3 node_1635 = lerp((node_5078.r*node_4045.rgb + node_5078.g*node_5165.rgb + node_5078.b*node_7479.rgb),(node_5078.r*node_9941.rgb + node_5078.g*node_3240.rgb + node_5078.b*node_583.rgb),node_2058); - float3 specularColor = node_1635; - float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = max(0.0,dot( normalDirection, lightDirection )); - float3 indirectDiffuse = float3(0,0,0); - float3 directDiffuse = max( 0.0, NdotL) * attenColor; - indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light - float3 diffuse = (directDiffuse + indirectDiffuse) * node_1635; -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor,1); - } - ENDCG - } - Pass { - Name "ForwardAdd" - Tags { - "LightMode"="ForwardAdd" - } - Blend One One - - - Fog { Color (0,0,0,0) } - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDADD - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdadd_fullshadows - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform sampler2D _rock; uniform float4 _rock_ST; - uniform sampler2D _Ground; uniform float4 _Ground_ST; - uniform float _min; - uniform float _max; - uniform sampler2D _rocknormal; uniform float4 _rocknormal_ST; - uniform sampler2D _groundnormal; uniform float4 _groundnormal_ST; - uniform float _specular; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float4 posWorld : TEXCOORD0; - float3 normalDir : TEXCOORD1; - float3 tangentDir : TEXCOORD2; - float3 binormalDir : TEXCOORD3; - LIGHTING_COORDS(4,5) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 node_8894 = abs(i.normalDir); - float3 node_5078 = (node_8894*node_8894); - float2 node_2423 = float2(i.posWorld.g,i.posWorld.b); - float3 node_3578 = UnpackNormal(tex2D(_groundnormal,TRANSFORM_TEX(node_2423, _groundnormal))); - float2 node_8694 = float2(i.posWorld.b,i.posWorld.r); - float3 node_6826 = UnpackNormal(tex2D(_groundnormal,TRANSFORM_TEX(node_8694, _groundnormal))); - float2 node_3440 = float2(i.posWorld.r,i.posWorld.g); - float3 node_1504 = UnpackNormal(tex2D(_groundnormal,TRANSFORM_TEX(node_3440, _groundnormal))); - float3 node_3464 = UnpackNormal(tex2D(_rocknormal,TRANSFORM_TEX(node_2423, _rocknormal))); - float3 node_8647 = UnpackNormal(tex2D(_rocknormal,TRANSFORM_TEX(node_8694, _rocknormal))); - float3 node_5015 = UnpackNormal(tex2D(_rocknormal,TRANSFORM_TEX(node_3440, _rocknormal))); - float node_7204 = 0.0; - float node_2058 = saturate((_min + ( (i.posWorld.g - node_7204) * (_max - _min) ) / (1.0 - node_7204))); - float3 normalLocal = lerp((node_5078.r*node_3578.rgb + node_5078.g*node_6826.rgb + node_5078.b*node_1504.rgb),(node_5078.r*node_3464.rgb + node_5078.g*node_8647.rgb + node_5078.b*node_5015.rgb),node_2058); - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = _specular; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float4 node_4045 = tex2D(_Ground,TRANSFORM_TEX(node_2423, _Ground)); - float4 node_5165 = tex2D(_Ground,TRANSFORM_TEX(node_8694, _Ground)); - float4 node_7479 = tex2D(_Ground,TRANSFORM_TEX(node_3440, _Ground)); - float4 node_9941 = tex2D(_rock,TRANSFORM_TEX(node_2423, _rock)); - float4 node_3240 = tex2D(_rock,TRANSFORM_TEX(node_8694, _rock)); - float4 node_583 = tex2D(_rock,TRANSFORM_TEX(node_3440, _rock)); - float3 node_1635 = lerp((node_5078.r*node_4045.rgb + node_5078.g*node_5165.rgb + node_5078.b*node_7479.rgb),(node_5078.r*node_9941.rgb + node_5078.g*node_3240.rgb + node_5078.b*node_583.rgb),node_2058); - float3 specularColor = node_1635; - float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = max(0.0,dot( normalDirection, lightDirection )); - float3 directDiffuse = max( 0.0, NdotL) * attenColor; - float3 diffuse = directDiffuse * node_1635; -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor * 1,0); - } - ENDCG - } - } - FallBack "Diffuse" - CustomEditor "ShaderForgeMaterialInspector" -} diff --git a/Assets/Monster/shaders/caveShader.shader.meta b/Assets/Monster/shaders/caveShader.shader.meta deleted file mode 100644 index f09f9ef..0000000 --- a/Assets/Monster/shaders/caveShader.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 2ab2bc0a709dfe84f8079bcbbf077add -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/shaders/desktop.ini b/Assets/Monster/shaders/desktop.ini deleted file mode 100644 index 309dea2..0000000 --- a/Assets/Monster/shaders/desktop.ini +++ /dev/null @@ -1,5 +0,0 @@ -[.ShellClassInfo] -InfoTip=This folder is shared online. -IconFile=C:\Program Files (x86)\Google\Drive\googledrivesync.exe -IconIndex=16 - \ No newline at end of file diff --git a/Assets/Monster/shaders/desktop.ini (1).meta b/Assets/Monster/shaders/desktop.ini (1).meta deleted file mode 100644 index 4991af1..0000000 --- a/Assets/Monster/shaders/desktop.ini (1).meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 365db758d903a234eb5eaf962cc04ad6 -timeCreated: 1475800526 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/shaders/desktop.ini.meta b/Assets/Monster/shaders/desktop.ini.meta deleted file mode 100644 index c2e2ab6..0000000 --- a/Assets/Monster/shaders/desktop.ini.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6c2cb10e42998b846a6cd3043d16235d -timeCreated: 1477621752 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/shaders/metalA.shader b/Assets/Monster/shaders/metalA.shader deleted file mode 100644 index a09f0f9..0000000 --- a/Assets/Monster/shaders/metalA.shader +++ /dev/null @@ -1,200 +0,0 @@ -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -// Shader created with Shader Forge v1.04 -// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ -// Note: Manually altering this data may prevent you from opening it in Shader Forge -/*SF_DATA;ver:1.04;sub:START;pass:START;ps:flbk:Reflective/Bumped Specular,lico:1,lgpr:1,nrmq:1,limd:1,uamb:True,mssp:True,lmpd:False,lprd:False,rprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,blpr:0,bsrc:3,bdst:7,culm:0,dpts:2,wrdp:True,dith:2,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:0,x:34314,y:32663,varname:node_0,prsc:2|diff-245-RGB,spec-2-RGB,gloss-4989-OUT,normal-4-RGB,amspl-5-OUT;n:type:ShaderForge.SFN_Cubemap,id:1,x:33186,y:32788,ptovrint:False,ptlb:Cubemap,ptin:_Cubemap,varname:_Cubemap,prsc:2,cube:f466cf7415226e046b096197eb7341aa,pvfc:1;n:type:ShaderForge.SFN_Tex2d,id:2,x:34043,y:32672,ptovrint:False,ptlb:Specular,ptin:_Specular,varname:_Specular,prsc:2,tex:26c22711225093d47bd4f1294ca52131,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:4,x:34043,y:32852,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:_Normal,prsc:2,tex:80286949e259c2d44876306923857245,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Multiply,id:5,x:34043,y:33005,varname:node_5,prsc:2|A-4799-OUT,B-10-OUT;n:type:ShaderForge.SFN_NormalVector,id:6,x:33272,y:33100,prsc:2,pt:False;n:type:ShaderForge.SFN_ComponentMask,id:8,x:33465,y:33100,varname:node_8,prsc:2,cc1:1,cc2:-1,cc3:-1,cc4:-1|IN-6-OUT;n:type:ShaderForge.SFN_Add,id:10,x:33833,y:33169,varname:node_10,prsc:2|A-12-OUT,B-13-OUT;n:type:ShaderForge.SFN_Vector1,id:11,x:33465,y:33237,varname:node_11,prsc:2,v1:0.4;n:type:ShaderForge.SFN_Multiply,id:12,x:33652,y:33110,varname:node_12,prsc:2|A-8-OUT,B-11-OUT;n:type:ShaderForge.SFN_OneMinus,id:13,x:33652,y:33237,varname:node_13,prsc:2|IN-11-OUT;n:type:ShaderForge.SFN_Vector1,id:214,x:33186,y:32943,varname:node_214,prsc:2,v1:8;n:type:ShaderForge.SFN_Multiply,id:215,x:33381,y:32823,varname:node_215,prsc:2|A-1-RGB,B-1-A,C-214-OUT;n:type:ShaderForge.SFN_Fresnel,id:223,x:33556,y:32577,varname:node_223,prsc:2|EXP-1080-OUT;n:type:ShaderForge.SFN_Lerp,id:224,x:33732,y:32746,varname:node_224,prsc:2|A-225-OUT,B-215-OUT,T-223-OUT;n:type:ShaderForge.SFN_Multiply,id:225,x:33556,y:32712,varname:node_225,prsc:2|A-226-OUT,B-215-OUT;n:type:ShaderForge.SFN_Vector1,id:226,x:33360,y:32712,varname:node_226,prsc:2,v1:0.7;n:type:ShaderForge.SFN_Slider,id:1080,x:33221,y:32540,ptovrint:False,ptlb:Fresnel Exponent,ptin:_FresnelExponent,varname:_FresnelExponent,prsc:2,min:1,cur:2.526316,max:8;n:type:ShaderForge.SFN_Lerp,id:4799,x:33859,y:32949,varname:node_4799,prsc:2|A-224-OUT,B-2-RGB,T-223-OUT;n:type:ShaderForge.SFN_Tex2d,id:245,x:33511,y:32940,ptovrint:False,ptlb:diffuse,ptin:_diffuse,varname:node_245,prsc:2,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:4989,x:34066,y:32471,ptovrint:False,ptlb:gloss,ptin:_gloss,varname:node_4989,prsc:2,min:0,cur:0,max:2;n:type:ShaderForge.SFN_Lerp,id:9048,x:33873,y:32643,varname:node_9048,prsc:2|A-223-OUT,B-245-RGB,T-223-OUT;proporder:1-2-4-1080-245-4989;pass:END;sub:END;*/ - -Shader "custom/metalA" { - Properties { - _Cubemap ("Cubemap", Cube) = "_Skybox" {} - _Specular ("Specular", 2D) = "white" {} - _Normal ("Normal", 2D) = "bump" {} - _FresnelExponent ("Fresnel Exponent", Range(1, 8)) = 2.526316 - _diffuse ("diffuse", 2D) = "white" {} - _gloss ("gloss", Range(0, 2)) = 0 - } - SubShader { - Tags { - "RenderType"="Opaque" - } - Pass { - Name "ForwardBase" - Tags { - "LightMode"="ForwardBase" - } - - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDBASE - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdbase_fullshadows - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform samplerCUBE _Cubemap; - uniform sampler2D _Specular; uniform float4 _Specular_ST; - uniform sampler2D _Normal; uniform float4 _Normal_ST; - uniform float _FresnelExponent; - uniform sampler2D _diffuse; uniform float4 _diffuse_ST; - uniform float _gloss; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float2 texcoord0 : TEXCOORD0; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float2 uv0 : TEXCOORD0; - float4 posWorld : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float3 tangentDir : TEXCOORD3; - float3 binormalDir : TEXCOORD4; - LIGHTING_COORDS(5,6) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); - float3 normalLocal = _Normal_var.rgb; - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); - float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = _gloss; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float4 _Cubemap_var = texCUBE(_Cubemap,viewReflectDirection); - float3 node_215 = (_Cubemap_var.rgb*_Cubemap_var.a*8.0); - float node_223 = pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelExponent); - float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular)); - float node_11 = 0.4; - float3 specularColor = _Specular_var.rgb; - float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 indirectSpecular = (0 + (lerp(lerp((0.7*node_215),node_215,node_223),_Specular_var.rgb,node_223)*((i.normalDir.g*node_11)+(1.0 - node_11)))); - float3 specular = (directSpecular + indirectSpecular) * specularColor; -/////// Diffuse: - NdotL = max(0.0,dot( normalDirection, lightDirection )); - float3 indirectDiffuse = float3(0,0,0); - float3 directDiffuse = max( 0.0, NdotL) * attenColor; - indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light - float4 _diffuse_var = tex2D(_diffuse,TRANSFORM_TEX(i.uv0, _diffuse)); - float3 diffuse = (directDiffuse + indirectDiffuse) * _diffuse_var.rgb; -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor,1); - } - ENDCG - } - Pass { - Name "ForwardAdd" - Tags { - "LightMode"="ForwardAdd" - } - Blend One One - - - Fog { Color (0,0,0,0) } - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDADD - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdadd_fullshadows - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform sampler2D _Specular; uniform float4 _Specular_ST; - uniform sampler2D _Normal; uniform float4 _Normal_ST; - uniform sampler2D _diffuse; uniform float4 _diffuse_ST; - uniform float _gloss; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float2 texcoord0 : TEXCOORD0; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float2 uv0 : TEXCOORD0; - float4 posWorld : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float3 tangentDir : TEXCOORD3; - float3 binormalDir : TEXCOORD4; - LIGHTING_COORDS(5,6) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); - float3 normalLocal = _Normal_var.rgb; - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = _gloss; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float4 _Specular_var = tex2D(_Specular,TRANSFORM_TEX(i.uv0, _Specular)); - float3 specularColor = _Specular_var.rgb; - float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = max(0.0,dot( normalDirection, lightDirection )); - float3 directDiffuse = max( 0.0, NdotL) * attenColor; - float4 _diffuse_var = tex2D(_diffuse,TRANSFORM_TEX(i.uv0, _diffuse)); - float3 diffuse = directDiffuse * _diffuse_var.rgb; -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor * 1,0); - } - ENDCG - } - } - FallBack "Reflective/Bumped Specular" - CustomEditor "ShaderForgeMaterialInspector" -} diff --git a/Assets/Monster/shaders/metalA.shader.meta b/Assets/Monster/shaders/metalA.shader.meta deleted file mode 100644 index b2405c5..0000000 --- a/Assets/Monster/shaders/metalA.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: c069feb6b57a37644b0203037181b1d1 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Monster/shaders/monsterShader.shader b/Assets/Monster/shaders/monsterShader.shader deleted file mode 100644 index 99ab765..0000000 --- a/Assets/Monster/shaders/monsterShader.shader +++ /dev/null @@ -1,208 +0,0 @@ -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -// Shader created with Shader Forge v1.04 -// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ -// Note: Manually altering this data may prevent you from opening it in Shader Forge -/*SF_DATA;ver:1.04;sub:START;pass:START;ps:flbk:Bumped Specular,lico:1,lgpr:1,nrmq:1,limd:1,uamb:True,mssp:True,lmpd:False,lprd:False,rprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,blpr:0,bsrc:0,bdst:1,culm:0,dpts:2,wrdp:True,dith:2,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.1911765,fgcg:0.1911765,fgcb:0.1911765,fgca:1,fgde:0.3,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:4233,x:32828,y:32612,varname:node_4233,prsc:2|diff-5517-RGB,spec-1177-RGB,gloss-5809-OUT,normal-8655-RGB,emission-1008-OUT,lwrap-1728-RGB;n:type:ShaderForge.SFN_Tex2d,id:5517,x:32501,y:32674,ptovrint:False,ptlb:diffusemap,ptin:_diffusemap,varname:node_5517,prsc:2,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:8655,x:32459,y:32891,ptovrint:False,ptlb:normalmap,ptin:_normalmap,varname:node_8655,prsc:2,ntxv:3,isnm:True;n:type:ShaderForge.SFN_Tex2d,id:1177,x:32417,y:33129,ptovrint:False,ptlb:specmap,ptin:_specmap,varname:node_1177,prsc:2,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:7662,x:32704,y:33150,ptovrint:False,ptlb:illumMask,ptin:_illumMask,varname:node_7662,prsc:2,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Color,id:1728,x:32917,y:33150,ptovrint:False,ptlb:subcolor,ptin:_subcolor,varname:node_1728,prsc:2,glob:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Slider,id:5809,x:33032,y:32925,ptovrint:False,ptlb:gloss,ptin:_gloss,varname:node_5809,prsc:2,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Color,id:1317,x:33204,y:33200,ptovrint:False,ptlb:illumColor,ptin:_illumColor,varname:node_1317,prsc:2,glob:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Multiply,id:1008,x:33279,y:33059,varname:node_1008,prsc:2|A-1317-RGB,B-7662-RGB;proporder:5517-8655-1177-7662-1728-5809-1317;pass:END;sub:END;*/ - -Shader "custom/monsterShader" { - Properties { - _diffusemap ("diffusemap", 2D) = "white" {} - _normalmap ("normalmap", 2D) = "bump" {} - _specmap ("specmap", 2D) = "white" {} - _illumMask ("illumMask", 2D) = "white" {} - _subcolor ("subcolor", Color) = (0.5,0.5,0.5,1) - _gloss ("gloss", Range(0, 1)) = 0 - _illumColor ("illumColor", Color) = (0.5,0.5,0.5,1) - } - SubShader { - Tags { - "RenderType"="Opaque" - } - Pass { - Name "ForwardBase" - Tags { - "LightMode"="ForwardBase" - } - - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDBASE - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdbase_fullshadows - #pragma exclude_renderers xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform sampler2D _diffusemap; uniform float4 _diffusemap_ST; - uniform sampler2D _normalmap; uniform float4 _normalmap_ST; - uniform sampler2D _specmap; uniform float4 _specmap_ST; - uniform sampler2D _illumMask; uniform float4 _illumMask_ST; - uniform float4 _subcolor; - uniform float _gloss; - uniform float4 _illumColor; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float2 texcoord0 : TEXCOORD0; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float2 uv0 : TEXCOORD0; - float4 posWorld : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float3 tangentDir : TEXCOORD3; - float3 binormalDir : TEXCOORD4; - LIGHTING_COORDS(5,6) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 _normalmap_var = UnpackNormal(tex2D(_normalmap,TRANSFORM_TEX(i.uv0, _normalmap))); - float3 normalLocal = _normalmap_var.rgb; - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = _gloss; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float4 _specmap_var = tex2D(_specmap,TRANSFORM_TEX(i.uv0, _specmap)); - float3 specularColor = _specmap_var.rgb; - float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = dot( normalDirection, lightDirection ); - float3 w = _subcolor.rgb*0.5; // Light wrapping - float3 NdotLWrap = NdotL * ( 1.0 - w ); - float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); - float3 indirectDiffuse = float3(0,0,0); - float3 directDiffuse = forwardLight * attenColor; - indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light - float4 _diffusemap_var = tex2D(_diffusemap,TRANSFORM_TEX(i.uv0, _diffusemap)); - float3 diffuse = (directDiffuse + indirectDiffuse) * _diffusemap_var.rgb; -////// Emissive: - float4 _illumMask_var = tex2D(_illumMask,TRANSFORM_TEX(i.uv0, _illumMask)); - float3 emissive = (_illumColor.rgb*_illumMask_var.rgb); -/// Final Color: - float3 finalColor = diffuse + specular + emissive; - return fixed4(finalColor,1); - } - ENDCG - } - Pass { - Name "ForwardAdd" - Tags { - "LightMode"="ForwardAdd" - } - Blend One One - - - Fog { Color (0,0,0,0) } - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDADD - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdadd_fullshadows - #pragma exclude_renderers xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform sampler2D _diffusemap; uniform float4 _diffusemap_ST; - uniform sampler2D _normalmap; uniform float4 _normalmap_ST; - uniform sampler2D _specmap; uniform float4 _specmap_ST; - uniform sampler2D _illumMask; uniform float4 _illumMask_ST; - uniform float4 _subcolor; - uniform float _gloss; - uniform float4 _illumColor; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float2 texcoord0 : TEXCOORD0; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float2 uv0 : TEXCOORD0; - float4 posWorld : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float3 tangentDir : TEXCOORD3; - float3 binormalDir : TEXCOORD4; - LIGHTING_COORDS(5,6) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 _normalmap_var = UnpackNormal(tex2D(_normalmap,TRANSFORM_TEX(i.uv0, _normalmap))); - float3 normalLocal = _normalmap_var.rgb; - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = _gloss; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float4 _specmap_var = tex2D(_specmap,TRANSFORM_TEX(i.uv0, _specmap)); - float3 specularColor = _specmap_var.rgb; - float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = dot( normalDirection, lightDirection ); - float3 w = _subcolor.rgb*0.5; // Light wrapping - float3 NdotLWrap = NdotL * ( 1.0 - w ); - float3 forwardLight = max(float3(0.0,0.0,0.0), NdotLWrap + w ); - float3 directDiffuse = forwardLight * attenColor; - float4 _diffusemap_var = tex2D(_diffusemap,TRANSFORM_TEX(i.uv0, _diffusemap)); - float3 diffuse = directDiffuse * _diffusemap_var.rgb; -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor * 1,0); - } - ENDCG - } - } - FallBack "Bumped Specular" - CustomEditor "ShaderForgeMaterialInspector" -} diff --git a/Assets/Monster/shaders/monsterShader.shader.meta b/Assets/Monster/shaders/monsterShader.shader.meta deleted file mode 100644 index ee851be..0000000 --- a/Assets/Monster/shaders/monsterShader.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 3d9d650cb25e1eb498147e4eab339e30 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: 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("Normal", 2D) = "bump" {} - [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 - } - SubShader { - Tags { - "IgnoreProjector"="True" - "Queue"="Transparent" - "RenderType"="Transparent" - } - Pass { - Name "ForwardBase" - Tags { - "LightMode"="ForwardBase" - } - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDBASE - #include "UnityCG.cginc" - #pragma multi_compile_fwdbase - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform float4 _TimeEditor; - uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; - uniform sampler2D _Normal; uniform float4 _Normal_ST; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float2 texcoord0 : TEXCOORD0; - float4 vertexColor : COLOR; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float2 uv0 : TEXCOORD0; - float4 posWorld : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float3 tangentDir : TEXCOORD3; - float3 binormalDir : TEXCOORD4; - float4 vertexColor : COLOR; - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.vertexColor = v.vertexColor; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - float4 node_392 = _Time + _TimeEditor; - v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); - float3 normalLocal = _Normal_var.rgb; - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - - float nSign = sign( dot( viewDirection, i.normalDir ) ); // Reverse normal if this is a backface - i.normalDir *= nSign; - normalDirection *= nSign; - - float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); - clip(_Diffuse_var.a - 0.5); - float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = 1; - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = 0.4; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float node_3 = 0.2; - float3 specularColor = float3(node_3,node_3,node_3); - float3 directSpecular = (floor(attenuation) * _LightColor0.xyz) * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = max(0.0,dot( normalDirection, lightDirection )); - float3 indirectDiffuse = float3(0,0,0); - float3 directDiffuse = max( 0.0, NdotL) * attenColor; - indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light - float node_331 = 1.0; - float3 diffuse = (directDiffuse + indirectDiffuse) * (lerp(float3(node_331,node_331,node_331),float3(0.5882353,0.5233266,0.4411764),i.vertexColor.b)*_Diffuse_var.rgb); -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor,_Diffuse_var.a); - } - ENDCG - } - Pass { - Name "ForwardAdd" - Tags { - "LightMode"="ForwardAdd" - } - Blend One One - Cull Off - ZWrite Off - - Fog { Color (0,0,0,0) } - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_FORWARDADD - #include "UnityCG.cginc" - #include "AutoLight.cginc" - #pragma multi_compile_fwdadd - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _LightColor0; - uniform float4 _TimeEditor; - uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; - uniform sampler2D _Normal; uniform float4 _Normal_ST; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float4 tangent : TANGENT; - float2 texcoord0 : TEXCOORD0; - float4 vertexColor : COLOR; - }; - struct VertexOutput { - float4 pos : SV_POSITION; - float2 uv0 : TEXCOORD0; - float4 posWorld : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float3 tangentDir : TEXCOORD3; - float3 binormalDir : TEXCOORD4; - float4 vertexColor : COLOR; - LIGHTING_COORDS(5,6) - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.vertexColor = v.vertexColor; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); - o.binormalDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); - float4 node_392 = _Time + _TimeEditor; - v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1); - o.posWorld = mul(unity_ObjectToWorld, v.vertex); - float3 lightColor = _LightColor0.rgb; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_VERTEX_TO_FRAGMENT(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); - float3x3 tangentTransform = float3x3( i.tangentDir, i.binormalDir, i.normalDir); -/////// Vectors: - float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); - float3 _Normal_var = UnpackNormal(tex2D(_Normal,TRANSFORM_TEX(i.uv0, _Normal))); - float3 normalLocal = _Normal_var.rgb; - float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals - - float nSign = sign( dot( viewDirection, i.normalDir ) ); // Reverse normal if this is a backface - i.normalDir *= nSign; - normalDirection *= nSign; - - float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); - clip(_Diffuse_var.a - 0.5); - float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); - float3 lightColor = _LightColor0.rgb; - float3 halfDirection = normalize(viewDirection+lightDirection); -////// Lighting: - float attenuation = LIGHT_ATTENUATION(i); - float3 attenColor = attenuation * _LightColor0.xyz; -///////// Gloss: - float gloss = 0.4; - float specPow = exp2( gloss * 10.0+1.0); -////// Specular: - float NdotL = max(0, dot( normalDirection, lightDirection )); - float node_3 = 0.2; - float3 specularColor = float3(node_3,node_3,node_3); - float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow); - float3 specular = directSpecular * specularColor; -/////// Diffuse: - NdotL = max(0.0,dot( normalDirection, lightDirection )); - float3 directDiffuse = max( 0.0, NdotL) * attenColor; - float node_331 = 1.0; - float3 diffuse = directDiffuse * (lerp(float3(node_331,node_331,node_331),float3(0.5882353,0.5233266,0.4411764),i.vertexColor.b)*_Diffuse_var.rgb); -/// Final Color: - float3 finalColor = diffuse + specular; - return fixed4(finalColor * _Diffuse_var.a,0); - } - ENDCG - } - Pass { - Name "ShadowCollector" - Tags { - "LightMode"="ShadowCollector" - } - Cull Off - - Fog {Mode Off} - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_SHADOWCOLLECTOR - #define SHADOW_COLLECTOR_PASS - #include "UnityCG.cginc" - #include "Lighting.cginc" - #pragma fragmentoption ARB_precision_hint_fastest - #pragma multi_compile_shadowcollector - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _TimeEditor; - uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float2 texcoord0 : TEXCOORD0; - float4 vertexColor : COLOR; - }; - struct VertexOutput { - V2F_SHADOW_COLLECTOR; - float2 uv0 : TEXCOORD5; - float3 normalDir : TEXCOORD6; - float4 vertexColor : COLOR; - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.vertexColor = v.vertexColor; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - float4 node_392 = _Time + _TimeEditor; - v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1); - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_SHADOW_COLLECTOR(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); -/////// Vectors: - float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); - clip(_Diffuse_var.a - 0.5); - SHADOW_COLLECTOR_FRAGMENT(i) - } - ENDCG - } - Pass { - Name "ShadowCaster" - Tags { - "LightMode"="ShadowCaster" - } - Cull Off - Offset 1, 1 - - Fog {Mode Off} - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #define UNITY_PASS_SHADOWCASTER - #include "UnityCG.cginc" - #include "Lighting.cginc" - #pragma fragmentoption ARB_precision_hint_fastest - #pragma multi_compile_shadowcaster - #pragma exclude_renderers gles xbox360 ps3 flash d3d11_9x - #pragma target 3.0 - uniform float4 _TimeEditor; - uniform sampler2D _Diffuse; uniform float4 _Diffuse_ST; - struct VertexInput { - float4 vertex : POSITION; - float3 normal : NORMAL; - float2 texcoord0 : TEXCOORD0; - float4 vertexColor : COLOR; - }; - struct VertexOutput { - V2F_SHADOW_CASTER; - float2 uv0 : TEXCOORD1; - float3 normalDir : TEXCOORD2; - float4 vertexColor : COLOR; - }; - VertexOutput vert (VertexInput v) { - VertexOutput o = (VertexOutput)0; - o.uv0 = v.texcoord0; - o.vertexColor = v.vertexColor; - o.normalDir = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz; - float4 node_392 = _Time + _TimeEditor; - v.vertex.xyz += (normalize((float3(1,0.3970588,0.3970588)+v.normal))*o.vertexColor.r*sin(((o.vertexColor.b*3.141592654)+node_392.b))*0.1); - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - TRANSFER_SHADOW_CASTER(o) - return o; - } - fixed4 frag(VertexOutput i) : COLOR { - i.normalDir = normalize(i.normalDir); -/////// Vectors: - float4 _Diffuse_var = tex2D(_Diffuse,TRANSFORM_TEX(i.uv0, _Diffuse)); - clip(_Diffuse_var.a - 0.5); - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } - } - FallBack "Transparent/Diffuse" - CustomEditor "ShaderForgeMaterialInspector" -} diff --git a/Assets/Monster/shaders/vertexAnim.shader.meta b/Assets/Monster/shaders/vertexAnim.shader.meta deleted file mode 100644 index 6f8b855..0000000 --- a/Assets/Monster/shaders/vertexAnim.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 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