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2026-05-30 09:16:35 +07:00
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commit 1c0ee6efb7
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Invector/EmissionWithMask"
{
Properties
{
_Color("Color", Color) = (1,1,1,0)
_Difuse("Difuse", 2D) = "white" {}
_Metallic("Metallic", Float) = 0
_Smoothness("Smoothness", Float) = 0
_Normal("Normal", 2D) = "bump" {}
_NormalPower("NormalPower", Float) = 0
_EmissionColor("EmissionColor", Color) = (0,0,0,0)
_EmissionMask("Emission Mask", 2D) = "white" {}
_Emission("Emission", 2D) = "white" {}
_Emissionpower("Emission power", Float) = 1
_EmissionTransition("EmissionTransition", Range( 0 , 1)) = 100
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
ZTest LEqual
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
fixed2 uv_texcoord;
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform fixed _NormalPower;
uniform fixed4 _Color;
uniform sampler2D _Difuse;
uniform fixed _EmissionTransition;
uniform fixed _Emissionpower;
uniform sampler2D _Emission;
uniform float4 _Emission_ST;
uniform sampler2D _EmissionMask;
uniform fixed4 _EmissionColor;
uniform fixed _Metallic;
uniform fixed _Smoothness;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
fixed3 tex2DNode234 = UnpackNormal( tex2D( _Normal, uv_Normal ) );
fixed3 tex2DNode239 = UnpackNormal( tex2D( _Normal, uv_Normal ) );
o.Normal = (( tex2DNode234 == tex2DNode239 ) ? tex2DNode239 : (( _NormalPower == 0.0 ) ? tex2DNode234 : ( tex2DNode234 * _NormalPower ) ) );
float2 uv_TexCoord184 = i.uv_texcoord * float2( 1,1 ) + float2( 0,0 );
o.Albedo = ( _Color * tex2D( _Difuse, uv_TexCoord184 ) ).rgb;
fixed4 _Color0 = fixed4(0,0,0,0);
float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw;
float4 clampResult231 = clamp( ( ( 10.0 - ( _EmissionTransition * 10.0 ) ) * tex2D( _EmissionMask, uv_TexCoord184 ) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
float4 lerpResult204 = lerp( ( _Emissionpower * tex2D( _Emission, uv_Emission ) ) , _Color0 , clampResult231.r);
o.Emission = ( (( _EmissionTransition == 0.0 ) ? _Color0 : lerpResult204 ) * _EmissionColor ).rgb;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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using UnityEngine;
namespace Invector.vShooter
{
public class vBotRifleAnimationControl : MonoBehaviour
{
public Animator animator;
public float pulseSpeed;
void Start()
{
animator = GetComponent<Animator>();
animator.SetFloat("PulseSpeed", pulseSpeed);
}
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{
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}
}
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using System.Collections.Generic;
using UnityEngine;
namespace Invector.vShooter
{
[vClassHeader("PowerCharge Projectile", openClose = false)]
public class vPowerChargeProjectileControl : vMonoBehaviour
{
public List<vProjectilePerPower> projectiles;
private vShooterWeapon weapon;
private vProjectilePerPower lastProjectilePerPower;
void Start()
{
weapon = GetComponent<vShooterWeapon>();
if (weapon)
{
weapon.onPowerChargerChanged.AddListener(OnChangerPower);
}
}
public void OnChangerPower(float value)
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}
}
}
[System.Serializable]
public class vProjectilePerPower
{
public float min;
public float max;
public GameObject projectile;
[Tooltip("Called when power is between min and max value")]
public UnityEngine.Events.UnityEvent OnValidatePower;
}
}
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