shader/material tweaks
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				| @ -115,7 +115,7 @@ Material: | ||||
|     - _Color1: {r: 0, g: 0.48155433, b: 0.5377358, a: 1} | ||||
|     - _Color2: {r: 1.2078432, g: 0, b: 1.1058824, a: 1} | ||||
|     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} | ||||
|     - _FlashColor: {r: 0, g: 0, b: 0, a: 1} | ||||
|     - _FlashColor: {r: 7.999999, g: 7.999999, b: 7.999999, a: 1} | ||||
|     - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} | ||||
|   m_BuildTextureStacks: [] | ||||
| --- !u!114 &1642389398374086642 | ||||
|  | ||||
| @ -33,7 +33,7 @@ Shader "custom/obstacle" | ||||
| 
 | ||||
|         Pass | ||||
|         { | ||||
| //            Blend OneMinusDstColor OneMinusSrcAlpha | ||||
|             Blend OneMinusDstColor OneMinusSrcAlpha | ||||
| //            Blend SrcAlpha | ||||
|              | ||||
|             HLSLPROGRAM | ||||
| @ -259,8 +259,12 @@ Shader "custom/obstacle" | ||||
|                 float normalised = IN.wpos.z/500.0; | ||||
|                 // float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha); | ||||
|                 float4 c = _Color1; | ||||
|                 c *= tape_noise(IN.polar/0.00005); | ||||
|                 c = lerp(c, _FarColor, _DistanceToNextBeat); | ||||
|                 //c *= tape_noise(IN.polar/0.00005); | ||||
|                 float noise = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, IN.wpos.yz); | ||||
|                 // c *= noise; | ||||
|                  | ||||
|                 c = lerp(c, _FarColor, _DistanceToNextBeat + noise); | ||||
|                 c.a = 0.0; | ||||
|                  | ||||
|                 return c; | ||||
|             } | ||||
|  | ||||
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