portals and dash. Also a bit of terrain building and level design
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Shader "Hidden/Poseidon/WaveMaskVisualizer"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" { }
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}
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SubShader
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{
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Tags { "RenderType" = "Transparent" "Queue" = "Overlay" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest Always
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local FLOW
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#pragma shader_feature_local CREST
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#pragma shader_feature_local HEIGHT
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex: POSITION;
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float2 uv: TEXCOORD0;
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};
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struct v2f
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{
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float2 uv: TEXCOORD0;
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float4 pos: SV_POSITION;
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float4 screenPos: TEXCOORD1;
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};
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sampler2D _MainTex;
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v2f vert(appdata v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.screenPos = ComputeScreenPos(o.pos);
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return o;
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}
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fixed4 frag(v2f i): SV_Target
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{
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float2 screenPos = i.screenPos.xy / i.screenPos.w;
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float2 pixel = screenPos.xy * _ScreenParams.xy;
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//pixel = floor(pixel/4);
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if (floor(pixel.x) % 2 != 0 || floor(pixel.y) % 2 != 0)
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{
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discard;
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}
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fixed4 color = 0;
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fixed4 mask = tex2D(_MainTex, i.uv);
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#if FLOW
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color = fixed4(mask.r, mask.g, 0, 1);
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#endif
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#if CREST
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color = fixed4(0, 0, mask.b, mask.b);
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#endif
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#if HEIGHT
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color = fixed4(mask.aaa, mask.a);
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#endif
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return color;
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}
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ENDCG
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: ccae2bacba5e4ed48bde3d92c45e5807
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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