From 9a00d03f80eee94c9fe52f832a0127d9375ad375 Mon Sep 17 00:00:00 2001 From: Jakob Stendahl Date: Fri, 29 Sep 2017 01:12:27 +0200 Subject: Bytt ut eksempel med starten på et Tower Defence spill (#2) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * 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 :) --- .../Assets/Shaders/WaterShader.shader | 73 ---------------------- 1 file changed, 73 deletions(-) delete mode 100644 exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader (limited to 'exampleProject/New Unity Project/Assets/Shaders/WaterShader.shader') 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 -- cgit v1.2.3