- Added new assets, effects and edited existing ones - Added new Rogue playable class - Added multiple new rogue abilities both knives and arrows
111 lines
6.8 KiB
Plaintext
111 lines
6.8 KiB
Plaintext
/*
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██╔══╝░░██║░░██║██║░░╚██╗██╔══╝░░ ██║░░██║██╔══╝░░░░░██║░░░██╔══╝░░██║░░██╗░░░██║░░░██║██║░░██║██║╚████║
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╚══════╝╚═════╝░░╚═════╝░╚══════╝ ╚═════╝░╚══════╝░░░╚═╝░░░╚══════╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝
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░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
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██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
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╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
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░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
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██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
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╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
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█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
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█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
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▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
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____________________________________________________________________________________________________________________________________________
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▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
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█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
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____________________________________________________________________________________________________________________________________________
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License:
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The license is ATTRIBUTION 3.0
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More license info here:
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https://creativecommons.org/licenses/by/3.0/
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____________________________________________________________________________________________________________________________________________
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This shader has NOT been tested on any other PC configuration except the following:
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CPU: Intel Core i5-6400
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GPU: NVidia GTX 750Ti
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RAM: 16GB
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Windows: 10 x64
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DirectX: 11
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____________________________________________________________________________________________________________________________________________
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*/
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Shader "Ultimate 10+ Shaders/Edge Detection" /* The edge detection algorithm that is implemented in this shader is named "Sobel Edge Detection" */
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "Queue"="Transparent" }
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Cull Back
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GrabPass { }
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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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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float4 position : POSITION;
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float4 screenPos : TEXCOORD0;
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};
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fixed4 _Color;
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sampler2D _GrabTexture : register(s0);
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v2f vert(appdata input)
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{
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v2f output;
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output.position = UnityObjectToClipPos(input.vertex);
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output.screenPos = output.position;
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return output;
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}
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half4 pixel;
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half2 uv;
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fixed onePixelW, onePixelH;
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half4 frag(v2f input) : SV_Target
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{
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uv = input.screenPos.xy / input.screenPos.w;
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uv.x = (uv.x + 1) * .5;
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uv.y = 1.0 - (uv.y + 1) * .5;
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onePixelW = 1.0 / _ScreenParams.x;
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onePixelH = 1.0 / _ScreenParams.y;
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pixel = 0;
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pixel = abs(
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tex2D(_GrabTexture, half2(uv.x - onePixelW, uv.y)) -
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tex2D(_GrabTexture, half2(uv.x + onePixelW, uv.y)) +
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tex2D(_GrabTexture, half2(uv.x, uv.y + onePixelH)) -
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tex2D(_GrabTexture, half2(uv.x, uv.y - onePixelH))
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);
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return pixel * _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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