Merge branch 'fix-bullets' into main
This commit is contained in:
commit
781a3773a1
|
@ -61,11 +61,6 @@ Shader "custom/bullet"
|
||||||
float _Alpha;
|
float _Alpha;
|
||||||
float _PulseIntensity;
|
float _PulseIntensity;
|
||||||
|
|
||||||
float _TrackWidth;
|
|
||||||
float _PlayerXPos;
|
|
||||||
|
|
||||||
float _DistanceToNextBeat;
|
|
||||||
float _DistanceFromLastBeat;
|
|
||||||
|
|
||||||
// float _VertexScale;
|
// float _VertexScale;
|
||||||
// float _FadeStrength;
|
// float _FadeStrength;
|
||||||
|
@ -78,6 +73,11 @@ Shader "custom/bullet"
|
||||||
SAMPLER(sampler_NoiseMap);
|
SAMPLER(sampler_NoiseMap);
|
||||||
|
|
||||||
CBUFFER_START(UnityPerMaterial)
|
CBUFFER_START(UnityPerMaterial)
|
||||||
|
float _DistanceToNextBeat;
|
||||||
|
float _DistanceFromLastBeat;
|
||||||
|
float _TrackWidth;
|
||||||
|
float _PlayerXPos;
|
||||||
|
|
||||||
// The following line declares the _BaseMap_ST variable, so that you
|
// The following line declares the _BaseMap_ST variable, so that you
|
||||||
// can use the _BaseMap variable in the fragment shader. The _ST
|
// can use the _BaseMap variable in the fragment shader. The _ST
|
||||||
// suffix is necessary for the tiling and offset function to work.
|
// suffix is necessary for the tiling and offset function to work.
|
||||||
|
@ -103,7 +103,8 @@ Shader "custom/bullet"
|
||||||
wpos = float3(cos(a)*r,sin(a)*r, wpos.z);
|
wpos = float3(cos(a)*r,sin(a)*r, wpos.z);
|
||||||
|
|
||||||
vpos = TransformWorldToObject(wpos);
|
vpos = TransformWorldToObject(wpos);
|
||||||
|
|
||||||
|
OUT.normal = IN.normal;
|
||||||
OUT.wpos = wpos;
|
OUT.wpos = wpos;
|
||||||
OUT.positionHCS = TransformObjectToHClip(vpos);
|
OUT.positionHCS = TransformObjectToHClip(vpos);
|
||||||
// The TRANSFORM_TEX macro performs the tiling and offset
|
// The TRANSFORM_TEX macro performs the tiling and offset
|
||||||
|
@ -112,16 +113,16 @@ Shader "custom/bullet"
|
||||||
return OUT;
|
return OUT;
|
||||||
}
|
}
|
||||||
|
|
||||||
half4 frag(Varyings IN) : SV_Target
|
float4 frag(Varyings IN) : SV_Target
|
||||||
{
|
{
|
||||||
// calculate pixel
|
// calculate pixel
|
||||||
float2 res = _ScreenParams;
|
float2 res = _ScreenParams.xy;
|
||||||
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
||||||
|
|
||||||
float2 toCentre = TransformObjectToWorld(-IN.wpos).xy;
|
float2 toCentre = TransformObjectToWorld(-IN.wpos).xy;
|
||||||
toCentre = normalize(toCentre);
|
toCentre = normalize(toCentre);
|
||||||
|
|
||||||
float t = dot(IN.normal, toCentre) * 0.5 + 0.5;
|
float t = dot(IN.normal.xy, toCentre) * 0.5 + 0.5;
|
||||||
|
|
||||||
// float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5;
|
// float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue