generalise shader #4

This commit is contained in:
Cat Flynn 2022-12-06 20:16:24 +00:00
parent e32cd257fd
commit c013ab0057
5 changed files with 14 additions and 14 deletions

View File

@ -4,6 +4,6 @@
[resource]
shader = ExtResource( 1 )
shader_param/baseColor = Color( 0.992157, 1, 0, 1 )
shader_param/highlightColor = Color( 1, 0, 0.984314, 1 )
shader_param/isHighlighted = 0
shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
shader_param/highColor = Color( 0.921569, 0, 1, 1 )
shader_param/t = null

View File

@ -5,6 +5,6 @@
[resource]
resource_local_to_scene = true
shader = ExtResource( 1 )
shader_param/baseColor = Color( 0.0823529, 0, 1, 1 )
shader_param/highlightColor = Color( 1, 0, 0, 1 )
shader_param/isHighlighted = null
shader_param/lowColor = Color( 0.0313726, 0, 1, 1 )
shader_param/highColor = Color( 1, 0, 0, 1 )
shader_param/t = null

View File

@ -8,7 +8,7 @@ public class GridCursor : Sprite
private WorldGrid _grid;
private ShaderMaterial _material;
private const string IS_HIGHLIGHTED = "isHighlighted";
private const string T = "t";
public override void _Ready()
{
@ -38,11 +38,11 @@ public class GridCursor : Sprite
var pos = mouseButtonEvent.Position;
_grid.GetGridPos(pos, out var x, out var y);
_grid.ToggleTileHighlight(x, y);
_material.SetShaderParam(IS_HIGHLIGHTED, 1);
_material.SetShaderParam(T, 1f);
}
else
{
_material.SetShaderParam(IS_HIGHLIGHTED, 0);
_material.SetShaderParam(T, 0f);
}
break;
}

View File

@ -30,7 +30,7 @@ public class WorldGrid : Node2D
{
var tile = _tiles[x, y];
var material = tile.material;
material.SetShaderParam("isHighlighted", tile.isHighlighted ? 1 : 0);
material.SetShaderParam("t", tile.isHighlighted ? 1f : 0f);
}
}
}

View File

@ -1,9 +1,9 @@
shader_type canvas_item;
uniform vec4 baseColor : hint_color;
uniform vec4 highlightColor : hint_color;
uniform int isHighlighted;
uniform vec4 lowColor : hint_color;
uniform vec4 highColor : hint_color;
uniform float t;
void fragment() {
COLOR = mix(baseColor, highlightColor, float(isHighlighted));
COLOR = mix(lowColor, highColor, t);
}