Added surface shaders for additive blending,emission and cutoff, also upgraded standard curved shader massively

Fixed shadows with shader, optimized few things for mobiles, added CulledCamera script to prevent meshes to dissapear in front of camera
WorldCurver now lives in GameSession, from which it will be controlled
This commit is contained in:
VladimirPirozhenko 2022-08-18 03:37:06 +03:00
parent fff9c8c5cd
commit 6889a11109
40 changed files with 1483 additions and 878 deletions

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@ -0,0 +1,43 @@
using System.Collections;
using UnityEngine;
//based on: https://grrava.blogspot.com/2015/05/bending-world-with-unity.html
[RequireComponent(typeof(Camera))]
public class CullingCamera : MonoBehaviour
{
[Range(0, 0.5f)]
[SerializeField] private float extraCullHeight;
[Range(0, 0.5f)]
[SerializeField] private float extraCullWidth;
private Camera cam;
private void Start()
{
cam = GetComponent<Camera>();
}
public static float HorizontalToVerticalFOV(float horizontalFOV, float aspect)
{
return Mathf.Rad2Deg * 2 * Mathf.Atan(Mathf.Tan((horizontalFOV * Mathf.Deg2Rad) / 2f) / aspect);
}
private void OnPreCull()
{
float aspectRatio = cam.aspect;
float fov = cam.fieldOfView;
float viewPortHeight = Mathf.Tan(Mathf.Deg2Rad * fov * 0.5f);
float viewPortWidth = viewPortHeight * aspectRatio;
float newFow = fov * (1 + extraCullHeight);
float newHeight = Mathf.Tan(Mathf.Deg2Rad * newFow * 0.5f);
float newWidth = viewPortWidth * (1 + extraCullWidth);
float newAspectRatio = newWidth / newHeight;
cam.projectionMatrix = Matrix4x4.Perspective(newFow, newAspectRatio, cam.nearClipPlane, cam.farClipPlane);
}
private void OnPreRender()
{
cam.ResetProjectionMatrix();
}
}

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@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class FollowingCamera : MonoBehaviour
{
[SerializeField] private Transform target;
@ -10,9 +11,11 @@ public class FollowingCamera : MonoBehaviour
private Transform camTransform;
private Vector3 velocity = Vector3.one;
private Camera cam;
private void Awake()
{
camTransform = transform;
cam = GetComponent<Camera>();
}
private void LateUpdate()
{

View File

@ -3,11 +3,13 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(WorldCurver))]
public class GameSession : MonoBehaviour,IResettable
{
public static GameSession Instance { get; private set; }
[SerializeField] private Player currentPlayer;
private WorldCurver curver;
private IInputTranslator inputTranslator;
private bool isSessionPaused = false;
@ -16,15 +18,20 @@ public class GameSession : MonoBehaviour,IResettable
{
Instance = this;
Init();
curver = GetComponent<WorldCurver>();
}
private void Start()
{
Application.targetFrameRate = 60;
if (ApplicationUtil.platform == RuntimePlatform.Android || ApplicationUtil.platform == RuntimePlatform.IPhonePlayer)
{
//Application.targetFrameRate = 60;
}
}
private void Update()
{
inputTranslator.Tick();
curver.Tick();
}
private void Init()

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@ -16,7 +16,7 @@ public class WorldCurver : MonoBehaviour
curveStrengthXID = Shader.PropertyToID("_CurveStrength_x");
}
void Update()
public void Tick()
{
Shader.SetGlobalFloat(curveStrengthYID, curveStrengthY);
Shader.SetGlobalFloat(curveStrengthXID, curveStrengthX);

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@ -0,0 +1,75 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// code from Endless Runner - Sample Game
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 color : TEXCOORD2;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _CurveStrength_x;
float _CurveStrength_y;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
//float4 worldPosition = mul(unity_ObjectToWorld, o.vertex);
//// get world space position of vertex
//// distance squared from vertex to the camera, this power gives the curvature
////worldPosition.y -= distance * 0.001;
//worldPosition.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x;
//worldPosition.x -= _CurveStrength_x * dist * dist * _ProjectionParams.x;
// offset vertical position by factor and square of distance.
// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
//o.vertex = mul(unity_WorldToObject, worldPosition);
//o.vertex = UnityObjectToClipPos(v.vertex);
//WORKING
//float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
//o.vertex.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x;
//o.vertex.x -= _CurveStrength_x * dist * dist * _ProjectionParams.x;
float4 worldPosition = mul(unity_ObjectToWorld, o.vertex);
worldPosition.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x;
worldPosition.x -= _CurveStrength_x * dist * dist * _ProjectionParams.x;
// offset vertical position by factor and square of distance.
// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
o.vertex = mul(unity_WorldToObject, worldPosition);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * i.color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e307c52f064209b42b1ebdb1cf04e4b7
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,4 +1,4 @@
Shader "Custom/CurvedSurfaceShaderStandard"
Shader "Custom/CurvedSurfaceAlphaAdditive"
{
Properties
{
@ -7,26 +7,29 @@ Shader "Custom/CurvedSurfaceShaderStandard"
_BumpMap("Normal Map", 2D) = "bump" {}
_OcclusionMap("Occlusion Map", 2D) = "white" {}
_SmoothnessMap("Smoothness Map", 2D) = "black" {}
//[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "DisableBatching" = "true" }
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }//"DisableBatching" = "true" "
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
#pragma surface surf Standard fullforwardshadows alpha:blend decal:add vertex:vert addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
// Use shader model 3.5 target, to get nicer looking lighting and to get emission map to work
#pragma target 3.5
sampler2D MainTex;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _SmoothnessMap;
sampler2D _EmissionMap;
fixed4 _EmissionColor;
float4 MainTex_ST;
float _CurveStrength_x;
@ -38,6 +41,7 @@ Shader "Custom/CurvedSurfaceShaderStandard"
float2 uv_BumpMap;
float2 uv_SmoothnessMap;
float2 uv_OcclusionMap;
float2 uv_EmissionMap;
float2 texcoord;
};
@ -50,20 +54,18 @@ Shader "Custom/CurvedSurfaceShaderStandard"
uv = v.texcoord;
//this question helped https://stackoverflow.com/questions/50512600/send-vertice-shader-changes-to-surface-shader
float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z);
float4 worldPosition = mul(unity_ObjectToWorld, v.vertex);
// get world space position of vertex
half2 wpToCam = _WorldSpaceCameraPos.xz - worldPosition.xz;
// get vector to camera and dismiss vertical component
half distance = dot(wpToCam, wpToCam);
// distance squared from vertex to the camera, this power gives the curvature
//worldPosition.y -= distance * 0.001;
worldPosition.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x;
worldPosition.x -= _CurveStrength_x * dist * dist * _ProjectionParams.y;
// offset vertical position by factor and square of distance.
// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
v.vertex = mul(unity_WorldToObject, worldPosition);
UNITY_TRANSFER_FOG(o, pos);
//float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z);
//float4 worldPosition = mul(unity_ObjectToWorld, v.vertex);
//worldPosition.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x;
//worldPosition.x -= _CurveStrength_x * dist * dist * _ProjectionParams.x;
//// offset vertical position by factor and square of distance.
//// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
//v.vertex = mul(unity_WorldToObject, worldPosition);
float4 worldPosition = mul(unity_WorldToCamera, mul(unity_ObjectToWorld, v.vertex));
float dist = length(float2(worldPosition.x, worldPosition.z));
worldPosition.y -= _CurveStrength_y * dist * dist;//* _ProjectionParams.x;
worldPosition.x -= _CurveStrength_x * dist * dist; //* _ProjectionParams.x;
v.vertex = mul(unity_WorldToObject, mul(unity_CameraToWorld, worldPosition));
}
sampler2D _MainTex;
@ -85,7 +87,7 @@ Shader "Custom/CurvedSurfaceShaderStandard"
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap).rgb;
//o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
o.Emission = tex2D(_EmissionMap, IN.uv_EmissionMap).rgb * _EmissionColor;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = tex2D(_SmoothnessMap, IN.uv_SmoothnessMap).rgb * _Glossiness;

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@ -0,0 +1,10 @@
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@ -0,0 +1,92 @@
Shader "Custom/CurvedSurfaceEmissionOnly"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Fade" "Queue" = "Geometry" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _EmissionMap;
fixed4 _EmissionColor;
//float4 MainTex_ST;
sampler2D MainTex;
float _CurveStrength_x;
float _CurveStrength_y;
struct Input
{
float2 uv_EmissionMap;
float2 uv_MainTex;
float2 texcoord;
};
void vert(inout appdata_full v, out Input o)
{
float4 pos;
float2 uv;
UNITY_INITIALIZE_OUTPUT(Input, o);
pos = UnityObjectToClipPos(v.vertex);
uv = v.texcoord;
//this question helped https://stackoverflow.com/questions/50512600/send-vertice-shader-changes-to-surface-shader
//float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z);
//float4 worldPosition = mul(unity_ObjectToWorld, v.vertex);
//// get world space position of vertex
//half2 wpToCam = _WorldSpaceCameraPos.xz - worldPosition.xz;
//// get vector to camera and dismiss vertical component
//half distance = dot(wpToCam, wpToCam);
//// distance squared from vertex to the camera, this power gives the curvature
////worldPosition.y -= distance * 0.001;
//worldPosition.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x;
//worldPosition.x -= _CurveStrength_x * dist * dist * _ProjectionParams.x;
//// offset vertical position by factor and square of distance.
//// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
//v.vertex = mul(unity_WorldToObject, worldPosition);
float4 worldPosition = mul(unity_WorldToCamera, mul(unity_ObjectToWorld, v.vertex));
float dist = length(float2(worldPosition.x, worldPosition.z));
worldPosition.y -= _CurveStrength_y * dist * dist;//* _ProjectionParams.x;
worldPosition.x -= _CurveStrength_x * dist * dist; //* _ProjectionParams.x;
v.vertex = mul(unity_WorldToObject, mul(unity_CameraToWorld, worldPosition));
}
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Emission = tex2D(_MainTex, IN.uv_EmissionMap).a * _EmissionColor;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

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@ -0,0 +1,10 @@
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@ -0,0 +1,95 @@
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Custom/CurvedSurfaceStandard"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_OcclusionMap("Occlusion Map", 2D) = "white" {}
_SmoothnessMap("Smoothness Map", 2D) = "black" {}
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "DisableBatching" = "False" }//"Queue" = "Geometry" " "LightMode" = "ShadowCaster""DisableBatching" = "true" "DisableBatching" = "True" "LightMode" = "ShadowCaster"
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard vertex:vert fullforwardshadows addshadow
// Use shader model 3.5 target, to get nicer looking lighting and to get emission map to work
#pragma target 3.5
sampler2D MainTex;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _SmoothnessMap;
sampler2D _EmissionMap;
fixed4 _EmissionColor;
float4 MainTex_ST;
float _CurveStrength_x;
float _CurveStrength_y;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SmoothnessMap;
float2 uv_OcclusionMap;
float2 uv_EmissionMap;
half3 debugColor;
};
void vert(inout appdata_full v, out Input o)
{
float4 pos;
float2 uv;
UNITY_INITIALIZE_OUTPUT(Input, o);
float4 modifiedPos = v.vertex;
float4 positionInCameraSpace = mul(unity_WorldToCamera, mul(unity_ObjectToWorld, v.vertex));
float dist = length(float2(positionInCameraSpace.x, positionInCameraSpace.z));
positionInCameraSpace.y -= _CurveStrength_y * dist * dist;
positionInCameraSpace.x -= _CurveStrength_x * dist * dist;
modifiedPos = mul(unity_WorldToObject, mul(unity_CameraToWorld, positionInCameraSpace));
v.vertex = modifiedPos;
}
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap).rgb;
o.Emission = tex2D(_EmissionMap, IN.uv_EmissionMap).rgb * _EmissionColor;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = tex2D(_SmoothnessMap, IN.uv_SmoothnessMap).rgb * _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

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@ -0,0 +1,95 @@
Shader "Custom/CurvedSurfaceStandardCutout"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_AlphaCutoff("Alpha Cutoff", Range(0,1)) = 0.5
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Cutout" "Queue" = "Geometry" }//"DisableBatching" = "true"
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D MainTex;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _SmoothnessMap;
sampler2D _EmissionMap;
fixed4 _EmissionColor;
float _CurveStrength_x;
float _CurveStrength_y;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SmoothnessMap;
float2 uv_OcclusionMap;
float2 texcoord;
};
void vert(inout appdata_full v, out Input o)
{
float4 pos ;
float2 uv ;
UNITY_INITIALIZE_OUTPUT(Input, o);
pos = UnityObjectToClipPos(v.vertex);
uv = v.texcoord;
float4 worldPosition = mul(unity_WorldToCamera, mul(unity_ObjectToWorld, v.vertex));
float dist = length(float2(worldPosition.x, worldPosition.z));
worldPosition.y -= _CurveStrength_y * dist * dist;//* _ProjectionParams.x;
worldPosition.x -= _CurveStrength_x * dist * dist; //* _ProjectionParams.x;
v.vertex = mul(unity_WorldToObject, mul(unity_CameraToWorld, worldPosition));
//this question helped https://stackoverflow.com/questions/50512600/send-vertice-shader-changes-to-surface-shader
//float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z);
//float4 worldPosition = mul(unity_ObjectToWorld, v.vertex); // get world space position of vertex
//worldPosition.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x;
//worldPosition.x -= _CurveStrength_x * dist * dist * _ProjectionParams.x;
//// offset vertical position by factor and square of distance.
//// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
//v.vertex = mul(unity_WorldToObject, worldPosition);
}
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
half _AlphaCutoff;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap).rgb;
o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = tex2D(_SmoothnessMap, IN.uv_SmoothnessMap).rgb * _Glossiness;
o.Alpha = c.a;
clip(o.Alpha - _AlphaCutoff);
}
ENDCG
}
FallBack "Diffuse"
}

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@ -0,0 +1,10 @@
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@ -4,7 +4,7 @@
QualitySettings:
m_ObjectHideFlags: 0
serializedVersion: 5
m_CurrentQuality: 2
m_CurrentQuality: 5
m_QualitySettings:
- serializedVersion: 2
name: Very Low
@ -223,7 +223,7 @@ QualitySettings:
customRenderPipeline: {fileID: 0}
excludedTargetPlatforms: []
m_PerPlatformDefaultQuality:
Android: 2
Android: 5
Lumin: 5
Nintendo 3DS: 5
Nintendo Switch: 5
@ -232,7 +232,7 @@ QualitySettings:
Server: 0
Stadia: 5
Standalone: 5
WebGL: 3
WebGL: 2
Windows Store Apps: 5
XboxOne: 5
iPhone: 2

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@ -1,80 +0,0 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/CurvedRotation"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "DisableBatching" = "True"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _CurveStrength;
v2f vert(appdata v)
{
v2f o;
float _Horizon = 100.0f;
float _FadeDist = 50.0f;
float4 rotVert = v.vertex;
rotVert.z = v.vertex.z * cos(_Time.y * 3.14f) - v.vertex.x * sin(_Time.y * 3.14f);
rotVert.x = v.vertex.z * sin(_Time.y * 3.14f) + v.vertex.x * cos(_Time.y * 3.14f);
o.vertex = UnityObjectToClipPos(rotVert);
float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
o.vertex.y -= _CurveStrength * dist * dist * _ProjectionParams.x;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
UNITY_TRANSFER_FOG(o, o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * i.color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}