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	| Author | SHA1 | Date | |
|---|---|---|---|
| 961142f843 | |||
| 5d5cec5af9 | |||
| e79bd0dc95 | 
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| Shader "Custom/YetiShader" |  | ||||||
| { |  | ||||||
|     Properties |  | ||||||
|     { |  | ||||||
|         _Color ("Color", Color) = (1,1,1,1) |  | ||||||
|         _Color1 ("Color1", Color) = (1,1,1,1) |  | ||||||
|         _Color2 ("Color2", Color) = (1,1,1,1) |  | ||||||
|         _Color3 ("Color3", Color) = (1,1,1,1) |  | ||||||
|          |  | ||||||
|         _ColorMask ("ColorMask", 2D) = "white" {} |  | ||||||
|         _BWTex ("BWTex", 2D) = "white" {} |  | ||||||
|          |  | ||||||
|          |  | ||||||
|         _MainTex ("Albedo (RGB)", 2D) = "white" {} |  | ||||||
|         _BumpMap ("Bumpmap", 2D) = "bump" {} |  | ||||||
|         _Glossiness ("Smoothness", Range(0,1)) = 0.5 |  | ||||||
|         _Metallic ("Metallic", Range(0,1)) = 0.0 |  | ||||||
|     } |  | ||||||
|     SubShader |  | ||||||
|     { |  | ||||||
|         Tags { "RenderType"="Geometry+200" } |  | ||||||
|         LOD 200 |  | ||||||
|  |  | ||||||
|         Pass |  | ||||||
|         { |  | ||||||
|             CGPROGRAM |  | ||||||
|              |  | ||||||
|             #pragma vertex vert |  | ||||||
|             #pragma fragment frag |  | ||||||
|              |  | ||||||
|             // Use shader model 3.0 target, to get nicer looking lighting |  | ||||||
|             #pragma target 3.0 |  | ||||||
|             sampler2D _MainTex; |  | ||||||
|             sampler2D _BumpMap; |  | ||||||
|             sampler2D _ColorMask; |  | ||||||
|             sampler2D _BWTex; |  | ||||||
|              |  | ||||||
|             #include "UnityCG.cginc" |  | ||||||
|             struct v2f |  | ||||||
|             { |  | ||||||
|                 float4 pos : SV_POSITION; |  | ||||||
|                 float2 uv : TEXCOORD0; |  | ||||||
|             }; |  | ||||||
|          |  | ||||||
|             half _Glossiness; |  | ||||||
|             half _Metallic; |  | ||||||
|             fixed4 _Color; |  | ||||||
|             fixed4 _Color1; |  | ||||||
|             fixed4 _Color2; |  | ||||||
|             fixed4 _Color3; |  | ||||||
|              |  | ||||||
|             v2f vert (appdata_base d) |  | ||||||
|             { |  | ||||||
|                 v2f o; |  | ||||||
|                 o.pos = UnityObjectToClipPos(d.vertex); |  | ||||||
|                 o.uv = d.texcoord; |  | ||||||
|                |  | ||||||
|                 return o; |  | ||||||
|             } |  | ||||||
|          |  | ||||||
|             fixed4 frag (v2f i) : SV_Target |  | ||||||
|             { |  | ||||||
|                 // Albedo comes from a texture tinted by color |  | ||||||
|                 fixed4 mask = tex2D (_ColorMask, i.uv); |  | ||||||
|                 fixed4 c = tex2D (_MainTex, i.uv); |  | ||||||
|                 fixed4 bw = tex2D (_BWTex, i.uv); |  | ||||||
|                  |  | ||||||
|                 //these are overrides full replace the color in this region |  | ||||||
|                 float4 fur = bw*mask.r * _Color; |  | ||||||
|                 float4 face = bw*mask.b * _Color1; |  | ||||||
|                 //this is a tint of the existing color not an override |  | ||||||
|                 float4 bag = c*mask.g * _Color2; |  | ||||||
|                  |  | ||||||
|                 //combine the bits |  | ||||||
|                 float4 colors = fur+face+bag;  |  | ||||||
|                 float full_mask = clamp(mask.r+mask.b+mask.g,0,1); |  | ||||||
|                 float full_mask_inv = 1.0-clamp(mask.r+mask.b+mask.g,0,1); |  | ||||||
|                  |  | ||||||
|                 //composite bg with character. |  | ||||||
|                 c = ((c*full_mask_inv )+ face + fur+bag); |  | ||||||
|                 return c; |  | ||||||
|           |  | ||||||
|             } |  | ||||||
|             ENDCG |  | ||||||
|         } |  | ||||||
|         pass |  | ||||||
|         { |  | ||||||
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|             CGPROGRAM |  | ||||||
|             #pragma vertex VSMain |  | ||||||
|             #pragma fragment PSMain |  | ||||||
|   |  | ||||||
|             float4 VSMain (float4 vertex:POSITION) : SV_POSITION |  | ||||||
|             { |  | ||||||
|                 return UnityObjectToClipPos(vertex); |  | ||||||
|             } |  | ||||||
|   |  | ||||||
|             float4 PSMain (float4 vertex:SV_POSITION) : SV_TARGET |  | ||||||
|             { |  | ||||||
|                 return 0; |  | ||||||
|             } |  | ||||||
|             |  | ||||||
|             ENDCG       |  | ||||||
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| @@ -1,31 +0,0 @@ | |||||||
| // Copyright 2022-2024 Niantic. |  | ||||||
| using System.Collections; |  | ||||||
| using System.Collections.Generic; |  | ||||||
| using UnityEngine; |  | ||||||
|  |  | ||||||
| public class YetMotion : MonoBehaviour |  | ||||||
| { |  | ||||||
|     Vector2 _lastPos = new Vector2(0, 0); |  | ||||||
|     Animator _animator; |  | ||||||
|  |  | ||||||
|     // Start is called before the first frame update |  | ||||||
|     void Start() |  | ||||||
|     { |  | ||||||
|         //get my animator so i can set variables in the anim state machine. |  | ||||||
|         _animator = GetComponent<Animator>(); |  | ||||||
|     } |  | ||||||
|  |  | ||||||
|     // Update is called once per frame |  | ||||||
|     void Update() |  | ||||||
|     { |  | ||||||
|         //am i moving, if so tell the animation controller that. |  | ||||||
|         //only handles walking and idle. |  | ||||||
|         Vector2 pos = new Vector2(gameObject.transform.position.x, gameObject.transform.position.z); |  | ||||||
|         float dist = (pos - _lastPos).magnitude; |  | ||||||
|         _lastPos = pos; |  | ||||||
|  |  | ||||||
|         float speed = dist / Time.deltaTime; |  | ||||||
|         _animator.SetFloat("speed", speed); |  | ||||||
|  |  | ||||||
|     } |  | ||||||
| } |  | ||||||
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| @@ -1,61 +0,0 @@ | |||||||
| // Copyright 2022-2024 Niantic. |  | ||||||
| using System.Collections; |  | ||||||
| using System.Collections.Generic; |  | ||||||
| using UnityEngine; |  | ||||||
|  |  | ||||||
| //so you can see the edits in edidor as its all shader stuff |  | ||||||
| //[ExecuteInEditMode] |  | ||||||
| public class YetiCustomizer : MonoBehaviour |  | ||||||
| { |  | ||||||
|     public Color _furColor = new Color(1,0,0); |  | ||||||
|     public Color _faceColor = new Color (0,1,0); |  | ||||||
|     public Color _shirtColor  = new Color (0,0,1); |  | ||||||
|     public Color _waterBottleColor = new Color (1,1,1); |  | ||||||
|      |  | ||||||
|     public Color _bagTint = new Color (1,1,1); |  | ||||||
|     public Color _propsTint = new Color (1,1,1); |  | ||||||
|  |  | ||||||
|     public Vector3 _scale = new Vector3(1,1,1); |  | ||||||
|  |  | ||||||
|     public bool _hasBag=true; |  | ||||||
|      |  | ||||||
|     public void ApplySettings() |  | ||||||
|     { |  | ||||||
|  |  | ||||||
|         transform.localScale = _scale; |  | ||||||
|   |  | ||||||
|         var thing = transform.Find("YETI_GEO/Yeti_Body_geo"); |  | ||||||
|         Renderer meshRenderer = thing.GetComponent<Renderer>(); |  | ||||||
|  |  | ||||||
|         //fur |  | ||||||
|         meshRenderer.material.SetColor("_Color", _furColor); |  | ||||||
|  |  | ||||||
|         //face |  | ||||||
|         meshRenderer.material.SetColor("_Color1", _faceColor); |  | ||||||
|  |  | ||||||
|         //bag |  | ||||||
|         meshRenderer.material.SetColor("_Color2", _bagTint); |  | ||||||
|  |  | ||||||
|         thing = gameObject.transform.Find("YETI_GEO/Yeti_props_geo"); |  | ||||||
|         meshRenderer = thing.GetComponent<Renderer>(); |  | ||||||
|  |  | ||||||
|         //shirt |  | ||||||
|         meshRenderer.material.SetColor("_Color", _shirtColor); |  | ||||||
|         meshRenderer.material.SetColor("_Color1", _waterBottleColor); |  | ||||||
|         meshRenderer.material.SetColor("_Color2", _propsTint); |  | ||||||
|          |  | ||||||
|     } |  | ||||||
|  |  | ||||||
|     void Start() |  | ||||||
|     { |  | ||||||
|         ApplySettings(); |  | ||||||
|     } |  | ||||||
|  |  | ||||||
|     // Update is called once per frame |  | ||||||
|     void Update() |  | ||||||
|     { |  | ||||||
|         #if UNITY_EDITOR |  | ||||||
|             ApplySettings(); |  | ||||||
|         #endif |  | ||||||
|     } |  | ||||||
| } |  | ||||||
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