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authorJakob Stendahl <JakobS1n@users.noreply.github.com>2017-09-29 01:12:27 +0200
committerGitHub <noreply@github.com>2017-09-29 01:12:27 +0200
commit9a00d03f80eee94c9fe52f832a0127d9375ad375 (patch)
tree21f20ea46caa33d155effab5a020ad5721d88a66 /exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader
parent359cebc2b4e156fd3bd87c9a492ac23014ceb5fe (diff)
downloadTD-9a00d03f80eee94c9fe52f832a0127d9375ad375.tar.gz
TD-9a00d03f80eee94c9fe52f832a0127d9375ad375.zip
Bytt ut eksempel med starten på et Tower Defence spill (#2)
* Startet på TD :) * Slett tulleprosjekt * Added enemy as a prefab * Fiksa stygge skygga * Fiksa stygge skygga på android * Tweaked design, cleanup of enemy script * Made enemy spawner, plus changed enemy color to red * Added pan and zoom (Pan is ugly still) * Veit itj ka som e endra :)
Diffstat (limited to 'exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader')
-rw-r--r--exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader73
1 files changed, 0 insertions, 73 deletions
diff --git a/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader b/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader
deleted file mode 100644
index 31779b2..0000000
--- a/exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader
+++ /dev/null
@@ -1,73 +0,0 @@
-Shader "Unlit/SpecialFX/Cool Hologram"
-{
- Properties
- {
- _MainTex ("Albedo Texture", 2D) = "white" {}
- _TintColor("Tint Color", Color) = (1,1,1,1)
- _Transparency("Transparency", Range(0.0,0.5)) = 0.25
- _CutoutThresh("Cutout Threshold", Range(0.0,1.0)) = 0.2
- _Distance("Distance", Float) = 1
- _Amplitude("Amplitude", Float) = 1
- _Speed ("Speed", Float) = 1
- _Amount("Amount", Range(0.0,1.0)) = 1
- }
-
- SubShader
- {
- Tags {"Queue"="Transparent" "RenderType"="Transparent" }
- LOD 100
-
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _TintColor;
- float _Transparency;
- float _CutoutThresh;
- float _Distance;
- float _Amplitude;
- float _Speed;
- float _Amount;
-
- v2f vert (appdata v)
- {
- v2f o;
- v.vertex.x += sin(_Time.y * _Speed + v.vertex.y * _Amplitude) * _Distance * _Amount;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv) + _TintColor;
- col.a = _Transparency;
- clip(col.r - _CutoutThresh);
- return col;
- }
- ENDCG
- }
- }
-} \ No newline at end of file