fix warnings in bullet shader
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1df2866dcf
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@ -61,11 +61,6 @@ Shader "custom/bullet"
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float _Alpha;
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float _PulseIntensity;
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float _TrackWidth;
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float _PlayerXPos;
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float _DistanceToNextBeat;
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float _DistanceFromLastBeat;
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// float _VertexScale;
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// float _FadeStrength;
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@ -78,6 +73,11 @@ Shader "custom/bullet"
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SAMPLER(sampler_NoiseMap);
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CBUFFER_START(UnityPerMaterial)
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float _DistanceToNextBeat;
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float _DistanceFromLastBeat;
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float _TrackWidth;
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float _PlayerXPos;
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// The following line declares the _BaseMap_ST variable, so that you
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// can use the _BaseMap variable in the fragment shader. The _ST
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// suffix is necessary for the tiling and offset function to work.
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@ -103,7 +103,8 @@ Shader "custom/bullet"
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wpos = float3(cos(a)*r,sin(a)*r, wpos.z);
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vpos = TransformWorldToObject(wpos);
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OUT.normal = IN.normal;
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OUT.wpos = wpos;
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OUT.positionHCS = TransformObjectToHClip(vpos);
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// The TRANSFORM_TEX macro performs the tiling and offset
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@ -112,16 +113,16 @@ Shader "custom/bullet"
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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float4 frag(Varyings IN) : SV_Target
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{
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// calculate pixel
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float2 res = _ScreenParams;
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float2 res = _ScreenParams.xy;
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float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
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float2 toCentre = TransformObjectToWorld(-IN.wpos).xy;
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toCentre = normalize(toCentre);
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float t = dot(IN.normal, toCentre) * 0.5 + 0.5;
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float t = dot(IN.normal.xy, toCentre) * 0.5 + 0.5;
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// float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5;
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