Implement hand menu features

This commit is contained in:
2024-09-07 20:42:45 +02:00
parent f690fb53c8
commit 3357191134
621 changed files with 410674 additions and 3861 deletions

View File

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Damage Numbers Pro/Darkness"
{
Properties
{
_Distance("Distance", Float) = 2
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Back
CGPROGRAM
#include "UnityCG.cginc"
#pragma target 3.0
#pragma surface surf Unlit alpha:fade keepalpha noshadow
struct Input
{
float4 screenPos;
};
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
uniform float4 _CameraDepthTexture_TexelSize;
uniform float _Distance;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
return half4 ( 0, 0, 0, s.Alpha );
}
void surf( Input i , inout SurfaceOutput o )
{
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth4 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy ));
float distanceDepth4 = abs( ( screenDepth4 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _Distance ) );
float clampResult5 = clamp( distanceDepth4 , 0.0 , 1.0 );
o.Alpha = clampResult5;
}
ENDCG
}
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=18912
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Node;AmplifyShaderEditor.RangedFloatNode;1;-1007.9,-40.72903;Inherit;False;Property;_Distance;Distance;0;0;Create;True;0;0;0;False;0;False;2;3;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.DepthFade;4;-713.1321,51.48847;Inherit;False;True;False;True;2;1;FLOAT3;0,0,0;False;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.ClampOpNode;5;-354.8541,39.09517;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;82,-105;Float;False;True;-1;2;ASEMaterialInspector;0;0;Unlit;Damage Numbers Pro/Darkness;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;5;True;False;0;False;Transparent;;Transparent;All;16;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;5;False;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;1;False;-1;0;False;-1;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
WireConnection;4;0;1;0
WireConnection;5;0;4;0
WireConnection;0;9;5;0
ASEEND*/
//CHKSM=8C55EBE007733FF3218B81FC80E1B44B141B8F7F