commit807aa8c3c6
Merge:34f74aa
3777d06
Author: Clement <clement@jo85.com> Date: Thu Jan 18 12:02:57 2024 +0100 Merge pull request 'add Atomes Factory' (#10) from feature/AtomesFactory into develop Reviewed-on: #10 Reviewed-by: Clement <clement@jo85.com> commit3777d06a0e
Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 12:00:00 2024 +0100 Rename Classname commit16bd5bfb6c
Merge:da9d57b
34f74aa
Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:46:03 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/AtomesFactory commitda9d57b0bb
Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:44:22 2024 +0100 vue foria config commit5346e596c8
Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:28:02 2024 +0100 [feature/AtomesFactory] - remove testing file commitf613217658
Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 10:38:59 2024 +0100 [feature/AtomesFactory] - Add json for atomes commitbc2b9e02fd
Author: Mathis <mathis.ragot@epitech.eu> Date: Fri Jan 12 15:37:09 2024 +0100 add Atomes Factory commit34f74aa443
Merge:8b6d07f
f181fd9
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:50:43 2024 +0100 Merge pull request 'feature/multi_targets' (#7) from feature/multi_targets into develop Reviewed-on: #7 Reviewed-by: Clement <clement@jo85.com> commitf181fd9935
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:50:10 2024 +0100 fix du mauvais nom de scene dans le script ChangeScene.cs commit1c76868eee
Merge:f1ec062
8b6d07f
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:39:02 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/multi_targets commitf1ec062047
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:37:29 2024 +0100 ajout du font fallback commit9c23975b20
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:36:49 2024 +0100 rajouts des fonts text mesh pro commitaff9df22cf
Merge:a791273
73394e5
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:03:32 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/multi_targets commita7912733e5
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 10:54:51 2024 +0100 Ajout dans le canvas d'éléments UI (nom, description....) commit0313fe28a1
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 09:57:07 2024 +0100 Suppression du build de la CI commit5237a32bb4
Author: Nicolas <nicolas.sansd@gmail.com> Date: Thu Jan 11 16:18:35 2024 +0100 ajout de la keystore de debug (user) + changement de la target version d'android commitafa265dd31
Author: Nicolas <nicolas.sansd@gmail.com> Date: Thu Jan 11 11:26:53 2024 +0100 Affichage des molécules unitairement et en mode fusion commit84136dcc5c
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 15:05:47 2023 +0100 MAJ du fichier d'action build.yaml commitce3c956544
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 15:02:10 2023 +0100 MAJ du fichier d'action build.yaml commit8f105732f7
Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 14:36:52 2023 +0100 Ajout de la multitarget pour générer un préfab
85 lines
2.2 KiB
HLSL
85 lines
2.2 KiB
HLSL
float2 UnpackUV(float uv)
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{
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float2 output;
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output.x = floor(uv / 4096);
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output.y = uv - 4096 * output.x;
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return output * 0.001953125;
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}
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fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
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{
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half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
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half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
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faceColor.rgb *= faceColor.a;
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outlineColor.rgb *= outlineColor.a;
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faceColor = lerp(faceColor, outlineColor, outlineAlpha);
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faceColor *= faceAlpha;
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return faceColor;
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}
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float3 GetSurfaceNormal(float4 h, float bias)
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{
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bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
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h += bias+_BevelOffset;
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float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
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// Track outline
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h -= .5;
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h /= bevelWidth;
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h = saturate(h+.5);
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if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
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h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
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h = min(h, 1.0-_BevelClamp);
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h *= _Bevel * bevelWidth * _GradientScale * -2.0;
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float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
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float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
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return cross(va, vb);
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}
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float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
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{
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// Read "height field"
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float4 h = {tex2D(_MainTex, uv - delta.xz).a,
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tex2D(_MainTex, uv + delta.xz).a,
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tex2D(_MainTex, uv - delta.zy).a,
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tex2D(_MainTex, uv + delta.zy).a};
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return GetSurfaceNormal(h, bias);
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}
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float3 GetSpecular(float3 n, float3 l)
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{
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float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
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return _SpecularColor.rgb * spec * _SpecularPower;
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}
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float4 GetGlowColor(float d, float scale)
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{
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float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
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float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
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glow = saturate(abs(glow/(1.0 + t)));
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glow = 1.0-pow(glow, _GlowPower);
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glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
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return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
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}
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float4 BlendARGB(float4 overlying, float4 underlying)
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{
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overlying.rgb *= overlying.a;
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underlying.rgb *= underlying.a;
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float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
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float alpha = underlying.a + (1-underlying.a)*overlying.a;
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return float4(blended, alpha);
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}
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