commit 807aa8c3c6e62c5d033064e3190ae432fb66db03 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> commit 3777d06a0ee942994fdfe90d71fc5056c37346d9 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 12:00:00 2024 +0100 Rename Classname commit 16bd5bfb6cd51e253e22417ab8196a58e1726849 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 commit da9d57b0bba34dbe24f5e7f744ce60f430832ff4 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:44:22 2024 +0100 vue foria config commit 5346e596c8a0db7684b64920c328abee459926d9 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:28:02 2024 +0100 [feature/AtomesFactory] - remove testing file commit f613217658cf2f1f48ceeeaa3183e515de857213 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 10:38:59 2024 +0100 [feature/AtomesFactory] - Add json for atomes commit bc2b9e02fdb692d56937bd37cc3d821ffb717424 Author: Mathis <mathis.ragot@epitech.eu> Date: Fri Jan 12 15:37:09 2024 +0100 add Atomes Factory commit 34f74aa44366c6d5f9e0d647a7837704edbd5fad 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> commit f181fd993504c811a4546e56f83eb05ed62a625d 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 commit 1c76868eee12406d6c39fa64da8462e35019a39e 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 commit f1ec062047ba68d48493b25273ba5893f42a890f Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:37:29 2024 +0100 ajout du font fallback commit 9c23975b204ceb09bd3ccc57b847cf0a8158fb95 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:36:49 2024 +0100 rajouts des fonts text mesh pro commit aff9df22cfbed9e8b317cafe4269fce891a5bbe5 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 commit a7912733e5fed60b9514c778fd9f40661dc66b64 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 10:54:51 2024 +0100 Ajout dans le canvas d'éléments UI (nom, description....) commit 0313fe28a1b718152015a401fda32069e94303c0 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 09:57:07 2024 +0100 Suppression du build de la CI commit 5237a32bb4759c43104e9397cb43b328a99b7c62 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 commit afa265dd3141ef3fd96bff685ca655594453a876 Author: Nicolas <nicolas.sansd@gmail.com> Date: Thu Jan 11 11:26:53 2024 +0100 Affichage des molécules unitairement et en mode fusion commit 84136dcc5c3b00603ba8531901418125a832a255 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 15:05:47 2023 +0100 MAJ du fichier d'action build.yaml commit ce3c95654431f25e22810481f3b10b24f158decd Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 15:02:10 2023 +0100 MAJ du fichier d'action build.yaml commit 8f105732f7aaa41689894ab388675ae0b79f66f6 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)
|
|
{
|
|
float2 output;
|
|
output.x = floor(uv / 4096);
|
|
output.y = uv - 4096 * output.x;
|
|
|
|
return output * 0.001953125;
|
|
}
|
|
|
|
fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
|
|
{
|
|
half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
|
|
half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
|
|
|
|
faceColor.rgb *= faceColor.a;
|
|
outlineColor.rgb *= outlineColor.a;
|
|
|
|
faceColor = lerp(faceColor, outlineColor, outlineAlpha);
|
|
|
|
faceColor *= faceAlpha;
|
|
|
|
return faceColor;
|
|
}
|
|
|
|
float3 GetSurfaceNormal(float4 h, float bias)
|
|
{
|
|
bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
|
|
|
|
h += bias+_BevelOffset;
|
|
|
|
float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
|
|
|
|
// Track outline
|
|
h -= .5;
|
|
h /= bevelWidth;
|
|
h = saturate(h+.5);
|
|
|
|
if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
|
|
h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
|
|
h = min(h, 1.0-_BevelClamp);
|
|
h *= _Bevel * bevelWidth * _GradientScale * -2.0;
|
|
|
|
float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
|
|
float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
|
|
|
|
return cross(va, vb);
|
|
}
|
|
|
|
float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
|
|
{
|
|
// Read "height field"
|
|
float4 h = {tex2D(_MainTex, uv - delta.xz).a,
|
|
tex2D(_MainTex, uv + delta.xz).a,
|
|
tex2D(_MainTex, uv - delta.zy).a,
|
|
tex2D(_MainTex, uv + delta.zy).a};
|
|
|
|
return GetSurfaceNormal(h, bias);
|
|
}
|
|
|
|
float3 GetSpecular(float3 n, float3 l)
|
|
{
|
|
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
|
|
return _SpecularColor.rgb * spec * _SpecularPower;
|
|
}
|
|
|
|
float4 GetGlowColor(float d, float scale)
|
|
{
|
|
float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
|
|
float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
|
|
glow = saturate(abs(glow/(1.0 + t)));
|
|
glow = 1.0-pow(glow, _GlowPower);
|
|
glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
|
|
return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
|
|
}
|
|
|
|
float4 BlendARGB(float4 overlying, float4 underlying)
|
|
{
|
|
overlying.rgb *= overlying.a;
|
|
underlying.rgb *= underlying.a;
|
|
float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
|
|
float alpha = underlying.a + (1-underlying.a)*overlying.a;
|
|
return float4(blended, alpha);
|
|
}
|
|
|