Initial commit
78
.gitignore
vendored
Normal file
|
@ -0,0 +1,78 @@
|
|||
[Ll]ibrary/
|
||||
[Tt]emp/
|
||||
[Oo]bj/
|
||||
[Tt]est/
|
||||
[Bb]uild/
|
||||
[Ss]onarQube/
|
||||
sonarqube.cmd
|
||||
|
||||
# Autogenerated VS/MD solution and project files
|
||||
/*.csproj
|
||||
/*.unityproj
|
||||
/*.sln
|
||||
/*.suo
|
||||
/*.user
|
||||
/*.userprefs
|
||||
/*.pidb
|
||||
/*.pdb
|
||||
/*.booproj
|
||||
/.vs
|
||||
|
||||
# Built program and data
|
||||
/*.exe
|
||||
/*_Data
|
||||
*.apk
|
||||
*.unitypackage
|
||||
|
||||
# ============ #
|
||||
# OS generated #
|
||||
# ============ #
|
||||
.DS_Store
|
||||
.DS_Store?
|
||||
._*
|
||||
.Spotlight-V100
|
||||
.Trashes
|
||||
ehthumbs.db
|
||||
Thumbs.db
|
||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
|
||||
#Unity3D Generated File On Crash Reports
|
||||
sysinfo.txt
|
||||
|
||||
# Custom
|
||||
|
||||
*.xml
|
||||
.sonarqube/
|
||||
SonarQube/
|
||||
Build/Build_Data/StreamingAssets/
|
||||
Assets/StreamingAssets/*.log
|
||||
Assets/StreamingAssets/*.html
|
||||
Assets/StreamingAssets/*.meta
|
||||
Assets/FromAssetStore/LlamaSoftware/LightLod/Demo/
|
||||
Assets/FromAssetStore/SpriteLights/Scenes/
|
||||
|
||||
# Clean-up
|
||||
|
||||
VS/
|
||||
Assets/StreamingAssets/SAConsole/
|
||||
Assets/Plugins/SAPI/
|
||||
Assets/Plugins/SAPI.meta
|
||||
|
||||
# I have to except one html & log as example
|
||||
|
||||
**UnityVS**
|
||||
|
||||
#Assets/Standard Assets
|
||||
#Assets/Standard Assets.meta
|
||||
#Assets/Editor/ImageEffects
|
||||
#Assets/Editor/ImageEffects.meta
|
||||
|
||||
#Assets/Scripts/Generated/*.cs
|
||||
#Assets/Scripts/Generated/*.cs.meta
|
||||
|
||||
config.user.json
|
||||
anim.txt
|
||||
*.app
|
||||
*.ppm
|
8
Assets/Materials.meta
Normal file
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
|
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guid: 8cc124e3fa362490da94c0ffec66efbd
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
76
Assets/Materials/BarMaterial.mat
Normal file
|
@ -0,0 +1,76 @@
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%TAG !u! tag:unity3d.com,2011:
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m_SavedProperties:
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serializedVersion: 3
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _GlossMapScale: 1
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- _SrcBlend: 1
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- _UVSec: 0
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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8
Assets/Materials/BarMaterial.mat.meta
Normal file
|
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userData:
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assetBundleName:
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assetBundleVariant:
|
76
Assets/Materials/GroundMaterial.mat
Normal file
|
@ -0,0 +1,76 @@
|
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%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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m_ObjectHideFlags: 0
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m_PrefabInternal: {fileID: 0}
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
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m_ShaderKeywords:
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m_DoubleSidedGI: 0
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stringTagMap: {}
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disabledShaderPasses: []
|
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m_SavedProperties:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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Assets/Materials/GroundMaterial.mat.meta
Normal file
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userData:
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assetBundleVariant:
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8
Assets/Plugins.meta
Normal file
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/Plugins/GTAAudioSharp.dll
Normal file
30
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Normal file
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second:
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- first:
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Editor: Editor
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second:
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enabled: 0
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settings:
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DefaultValueInitialized: true
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- first:
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Windows Store Apps: WindowsStoreApps
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second:
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settings:
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CPU: AnyCPU
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userData:
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assetBundleName:
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assetBundleVariant:
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Normal file
30
Assets/Plugins/NVorbis.dll.meta
Normal file
|
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fileFormatVersion: 2
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second:
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Normal file
24
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Normal file
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8
Assets/Resources/SALS.txt.meta
Normal file
|
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fileFormatVersion: 2
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9
Assets/Resources/Shaders.meta
Normal file
|
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39
Assets/Resources/Shaders/Default.shader
Normal file
|
@ -0,0 +1,39 @@
|
|||
Shader "SanAndreasUnity/Default"
|
||||
{
|
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Properties
|
||||
{
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
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||||
_MaskTex ("Mask (A)", 2D) = "white" {}
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||||
_NoiseTex ("Noise (A)", 2D) = "white" {}
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||||
|
||||
_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
|
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}
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||||
|
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SubShader
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{
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Tags {
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"RenderType" = "Opaque"
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"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
|
||||
}
|
||||
|
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FallBack "Diffuse"
|
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}
|
12
Assets/Resources/Shaders/Default.shader.meta
Normal file
|
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fileFormatVersion: 2
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ShaderImporter:
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defaultTextures:
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userData:
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39
Assets/Resources/Shaders/NoBackCull.shader
Normal file
|
@ -0,0 +1,39 @@
|
|||
Shader "SanAndreasUnity/NoBackCull"
|
||||
{
|
||||
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
|
||||
|
||||
_AlphaCutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
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}
|
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|
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SubShader
|
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{
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Tags {
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"RenderType" = "Opaque"
|
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"Queue" = "Geometry"
|
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}
|
||||
|
||||
LOD 200
|
||||
Cull Off
|
||||
|
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CGPROGRAM
|
||||
|
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#pragma surface surf Standard addshadow alphatest:_AlphaCutoff
|
||||
#pragma target 3.0
|
||||
|
||||
#define FADE
|
||||
|
||||
#include "Shared.cginc"
|
||||
|
||||
ENDCG
|
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}
|
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|
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FallBack "Diffuse"
|
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}
|
12
Assets/Resources/Shaders/NoBackCull.shader.meta
Normal file
|
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fileFormatVersion: 2
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guid: 4b35cae85d16f8944bece3d3f097382f
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ShaderImporter:
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defaultTextures:
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userData:
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90
Assets/Resources/Shaders/Shared.cginc
Normal file
|
@ -0,0 +1,90 @@
|
|||
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;
|
||||
|
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#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;
|
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#endif
|
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}
|
9
Assets/Resources/Shaders/Shared.cginc.meta
Normal file
|
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fileFormatVersion: 2
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timeCreated: 1427318127
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licenseType: Pro
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ShaderImporter:
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defaultTextures: []
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assetBundleVariant:
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39
Assets/Resources/Shaders/Transparent.shader
Normal file
|
@ -0,0 +1,39 @@
|
|||
Shader "SanAndreasUnity/Transparent"
|
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{
|
||||
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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SubShader
|
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{
|
||||
Tags {
|
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"RenderType" = "Transparent"
|
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"Queue" = "Transparent"
|
||||
"ForceNoShadowCasting" = "True"
|
||||
}
|
||||
|
||||
LOD 200
|
||||
Cull Front
|
||||
ZWrite Off
|
||||
|
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CGPROGRAM
|
||||
|
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#pragma surface surf Standard alpha:fade noshadow
|
||||
#pragma target 3.0
|
||||
|
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#define FADE
|
||||
|
||||
#include "Shared.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
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FallBack "Diffuse"
|
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}
|
12
Assets/Resources/Shaders/Transparent.shader.meta
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using NVorbis;
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using System;
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using System.IO;
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using UnityEngine;
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namespace SanAndreasUnity.Audio
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{
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/// <summary>
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/// Audio stream class
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/// </summary>
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public class AudioStream : IDisposable
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{
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/// <summary>
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/// Reader
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/// </summary>
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private VorbisReader reader;
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/// <summary>
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/// Audio clip
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/// </summary>
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private AudioClip audioClip;
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/// <summary>
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/// Audio clip
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/// </summary>
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public AudioClip AudioClip
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{
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get
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{
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return audioClip;
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}
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="stream">Stream</param>
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/// <param name="audioClipName">Audio clip name</param>
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/// <param name="closeStreamOnDispose">Close stream on dispose</param>
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public AudioStream(Stream stream, string audioClipName, bool closeStreamOnDispose)
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{
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reader = new VorbisReader(stream, closeStreamOnDispose);
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audioClip = AudioClip.Create(audioClipName, (int)(reader.TotalSamples), reader.Channels, reader.SampleRate, true, (data) =>
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{
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if (data != null)
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{
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if (data.Length > 0)
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{
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reader.ReadSamples(data, 0, Mathf.Min(data.Length, Mathf.Max(0, (int)(reader.TotalSamples - reader.DecodedPosition))));
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}
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}
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}, (newPosition) =>
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{
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reader.DecodedPosition = newPosition;
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});
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}
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/// <summary>
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/// Dispose
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/// </summary>
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public void Dispose()
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{
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if (reader != null)
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{
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reader.Dispose();
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reader = null;
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}
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}
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}
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}
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