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