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in0finite 2020-05-31 19:07:22 +02:00
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[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Tt]est/
[Bb]uild/
[Ss]onarQube/
sonarqube.cmd
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# ============ #
# OS generated #
# ============ #
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.DS_Store?
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VS/
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Shader "SanAndreasUnity/Default"
{
Properties
{
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_NoiseTex ("Noise (A)", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_Fade ("Fade", Range(-1.0, 1.0)) = 1
_AlphaCutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
SubShader
{
Tags {
"RenderType" = "Opaque"
"Queue" = "Geometry"
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LOD 200
Cull Front
CGPROGRAM
#pragma surface surf Standard addshadow alphatest:_AlphaCutoff
#pragma target 3.0
#define FADE
#include "Shared.cginc"
ENDCG
}
FallBack "Diffuse"
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Shader "SanAndreasUnity/NoBackCull"
{
Properties
{
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sampler2D _MainTex;
sampler2D _MaskTex;
fixed4 _Color;
#ifdef VEHICLE
int _CarColorIndex;
fixed3 _CarColor1;
fixed3 _CarColor2;
fixed3 _CarColor3;
fixed3 _CarColor4;
fixed3 _HeadLightColor;
fixed3 _TailLightColor;
fixed4 _Lights;
float _Metallic;
float _Smoothness;
#endif
#ifdef FADE
sampler2D _NoiseTex;
fixed _Fade;
#endif
struct Input
{
float2 uv_MainTex;
float4 screenPos;
float4 color : COLOR;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
#ifdef FADE
fixed noise = tex2D(_NoiseTex, IN.screenPos.xy / (IN.screenPos.w == 0 ? 1 : IN.screenPos.w)).a * .99;
fixed fade = fixed(_Fade < 0 ? noise > 1 + _Fade : noise < _Fade);
#else
fixed fade = 1;
#endif
fixed3 clr = tex2D(_MainTex, IN.uv_MainTex).rgb;
fixed mask = tex2D(_MaskTex, IN.uv_MainTex).a;
#ifdef VEHICLE
fixed3 carColors[9] = {
fixed3(1, 1, 1),
_CarColor1,
_CarColor2,
_CarColor3,
_CarColor4,
_HeadLightColor,
_HeadLightColor,
_TailLightColor,
_TailLightColor
};
fixed carEmission[9] = {
0,
0,
0,
0,
0,
exp(_Lights.x * 2) - 1,
exp(_Lights.y * 2) - 1,
exp(_Lights.z * 2) - 1,
exp(_Lights.w * 2) - 1
};
#endif
o.Albedo = clr
#ifdef VEHICLE
* carColors[_CarColorIndex]
#endif
* IN.color.rgb * _Color.rgb;
o.Alpha = fade * mask * IN.color.a * _Color.a;
#ifdef VEHICLE
o.Metallic = _Metallic * o.Alpha;
o.Smoothness = _Smoothness;
o.Emission = carEmission[_CarColorIndex] * o.Albedo;
#else
o.Metallic = 0;
o.Smoothness = 0;
#endif
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Shader "SanAndreasUnity/Transparent"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MaskTex ("Mask (A)", 2D) = "white" {}
_NoiseTex ("Noise (A)", 2D) = "white" {}
_Color ("Color", Color) = (1, 1, 1, 1)
_Fade ("Fade", Range(-1.0, 1.0)) = 1
}
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{
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"RenderType" = "Transparent"
"Queue" = "Transparent"
"ForceNoShadowCasting" = "True"
}
LOD 200
Cull Front
ZWrite Off
CGPROGRAM
#pragma surface surf Standard alpha:fade noshadow
#pragma target 3.0
#define FADE
#include "Shared.cginc"
ENDCG
}
FallBack "Diffuse"
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Shader "SanAndreasUnity/TransparentNoBackCull"
{
Properties
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Shader "SanAndreasUnity/Vehicle"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MaskTex ("Mask (A)", 2D) = "white" {}
_NoiseTex ("Noise (A)", 2D) = "white" {}
_Metallic ("Metallic", Range(0.0, 1.0)) = 0
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_HeadLightColor ("Head Light Color", Color) = (1, 1, 1, 1)
_TailLightColor ("Tail Light Color", Color) = (1, 1, 1, 1)
_Lights ("Light Brightnesses", Vector) = (1, 1, 1, 1)
_AlphaCutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
SubShader
{
Tags {
"RenderType" = "Opaque"
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}
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Cull Off
CGPROGRAM
#pragma surface surf Standard addshadow alphatest:_AlphaCutoff
#pragma target 3.0
#define VEHICLE
#include "Shared.cginc"
ENDCG
}
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Shader "SanAndreasUnity/VehicleTransparent"
{
Properties
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_Lights ("Light Brightnesses", Vector) = (1, 1, 1, 1)
}
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{
Tags {
"RenderType" = "Transparent"
"Queue" = "Transparent"
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LOD 200
Cull Off
ZWrite Off
CGPROGRAM
#pragma surface surf Standard addshadow alpha
#pragma target 3.0
#define VEHICLE
#include "Shared.cginc"
ENDCG
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using NVorbis;
using System;
using System.IO;
using UnityEngine;
namespace SanAndreasUnity.Audio
{
/// <summary>
/// Audio stream class
/// </summary>
public class AudioStream : IDisposable
{
/// <summary>
/// Reader
/// </summary>
private VorbisReader reader;
/// <summary>
/// Audio clip
/// </summary>
private AudioClip audioClip;
/// <summary>
/// Audio clip
/// </summary>
public AudioClip AudioClip
{
get
{
return audioClip;
}
}
/// <summary>
/// Constructor
/// </summary>
/// <param name="stream">Stream</param>
/// <param name="audioClipName">Audio clip name</param>
/// <param name="closeStreamOnDispose">Close stream on dispose</param>
public AudioStream(Stream stream, string audioClipName, bool closeStreamOnDispose)
{
reader = new VorbisReader(stream, closeStreamOnDispose);
audioClip = AudioClip.Create(audioClipName, (int)(reader.TotalSamples), reader.Channels, reader.SampleRate, true, (data) =>
{
if (data != null)
{
if (data.Length > 0)
{
reader.ReadSamples(data, 0, Mathf.Min(data.Length, Mathf.Max(0, (int)(reader.TotalSamples - reader.DecodedPosition))));
}
}
}, (newPosition) =>
{
reader.DecodedPosition = newPosition;
});
}
/// <summary>
/// Dispose
/// </summary>
public void Dispose()
{
if (reader != null)
{
reader.Dispose();
reader = null;
}
}
}
}

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