DemiSel преди 4 години
родител
ревизия
431cd00c8c

+ 1
- 9
FreeCam/Assets/BlockSpawner.cs Целия файл

@@ -6,13 +6,11 @@ using UnityEngine.InputSystem;
6 6
 public class BlockSpawner : MonoBehaviour
7 7
 {
8 8
 
9
-<<<<<<< HEAD
10
-=======
11 9
     private void Start()
12 10
     {
13 11
         _playerInput = GetComponent<PlayerInput>();
14 12
     }
15
->>>>>>> shader
13
+
16 14
     [SerializeField]
17 15
     private GameObject _blockToPlace;
18 16
     public GameObject BlockToPlace
@@ -41,8 +39,6 @@ public class BlockSpawner : MonoBehaviour
41 39
     public bool _blockRotating = false;
42 40
     private Quaternion _lastRotationState;
43 41
 
44
-    private Shader _initialShader;
45
-
46 42
     public void OnPlaceBlock()
47 43
     {
48 44
         if (!_isPreview) return;
@@ -129,9 +125,5 @@ public class BlockSpawner : MonoBehaviour
129 125
         Material vMaterial = vRenderer.material;
130 126
         vMaterial.shader = _initialShader;
131 127
     }
132
-<<<<<<< HEAD
133
-=======
134 128
 
135
-    
136
->>>>>>> shader
137 129
 }

+ 0
- 134
FreeCam/Assets/Effects/wMaillageShader.shader Целия файл

@@ -1,138 +1,5 @@
1 1
 Shader "Custom/wMaillageShader"
2 2
 {
3
-<<<<<<< HEAD
4
-    Properties
5
-    {
6
-		_MainTex("Texture", 2D) = "white" {}
7
-		_Color("Color", Color) = (1,1,1,1)
8
-		_Threshold("Threshold", float) = 0.01
9
-
10
-		_EdgeColor("Edge color", Color) = (1,0,0,1)
11
-
12
-		_Glossiness("Smoothness", Range(0,1)) = 0.5
13
-		_Metallic("Metallic", Range(0,1)) = 0.0
14
-    }
15
-    SubShader
16
-    {
17
-        Cull Off ZWrite Off ZTest Always
18
-		Tags { "RenderType" = "Opaque" }
19
-        Pass
20
-
21
-		{
22
-
23
-			CGPROGRAM
24
-
25
-			#pragma vertex vert
26
-
27
-			#pragma fragment frag 
28
-			
29
-
30
-			#include "UnityCG.cginc"
31
-
32
-			struct appdata
33
-
34
-			{
35
-
36
-				float4 vertex : POSITION;
37
-
38
-				float2 uv : TEXCOORD0;
39
-
40
-			};
41
-
42
-			struct v2f
43
-
44
-			{
45
-
46
-				float2 uv : TEXCOORD0;
47
-
48
-				float4 vertex : SV_POSITION;
49
-
50
-			};
51
-
52
-			sampler2D _CameraDepthNormalsTexture;
53
-			float4 _MainTex_ST;
54
-
55
-			v2f vert(appdata v)
56
-
57
-			{
58
-
59
-				v2f o;
60
-
61
-				o.vertex = UnityObjectToClipPos(v.vertex);
62
-
63
-				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
64
-
65
-				return o;
66
-
67
-			}
68
-
69
-			sampler2D _MainTex;
70
-
71
-			float4 _MainTex_TexelSize;
72
-
73
-			float _Threshold;
74
-
75
-			fixed4 _EdgeColor;
76
-
77
-			float4 GetPixelValue(in float2 uv) {
78
-
79
-				half3 normal;
80
-
81
-				float depth;
82
-
83
-				DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture, uv), depth, normal);
84
-
85
-				return fixed4(normal, depth);
86
-
87
-			}
88
-
89
-			fixed4 frag(v2f i) : SV_Target
90
-
91
-			{
92
-
93
-				fixed4 col = tex2D(_MainTex, i.uv);
94
-
95
-				fixed4 orValue = GetPixelValue(i.uv);
96
-
97
-				float2 offsets[8] = {
98
-
99
-					float2(-1, -1),
100
-
101
-					float2(-1, 0),
102
-
103
-					float2(-1, 1),
104
-
105
-					float2(0, -1),
106
-
107
-					float2(0, 1),
108
-
109
-					float2(1, -1),
110
-
111
-					float2(1, 0),
112
-
113
-					float2(1, 1)
114
-
115
-				};
116
-
117
-				fixed4 sampledValue = fixed4(0,0,0,0);
118
-
119
-				for (int j = 0; j < 8; j++) {
120
-
121
-					sampledValue += GetPixelValue(i.uv + offsets[j] * _MainTex_TexelSize.xy);
122
-
123
-				}
124
-
125
-				sampledValue /= 8;
126
-
127
-				return lerp(col, _EdgeColor, step(_Threshold, length(orValue - sampledValue)));
128
-
129
-			}
130
-
131
-			
132
-			ENDCG
133
-		}
134
-    }
135
-=======
136 3
 	Properties
137 4
 	{
138 5
 	   _InnerColor("Inner Color", Color) = (0.0, 0.0, 0.0, 0.5)
@@ -166,5 +33,4 @@
166 33
 		ENDCG
167 34
 	}
168 35
 		Fallback "Diffuse"
169
->>>>>>> shader
170 36
 }

+ 0
- 4
FreeCam/Assets/Effects/wMaillageShader.shader.meta Целия файл

@@ -3,11 +3,7 @@ guid: 167cdc0b24acc2f449b7fb1756fbc873
3 3
 ShaderImporter:
4 4
   externalObjects: {}
5 5
   defaultTextures:
6
-<<<<<<< HEAD
7
-  - _MainTex: {fileID: 10300, guid: 0000000000000000f000000000000000, type: 0}
8
-=======
9 6
   - _MainTex: {fileID: 10309, guid: 0000000000000000f000000000000000, type: 0}
10
->>>>>>> shader
11 7
   nonModifiableTextures: []
12 8
   userData: 
13 9
   assetBundleName: 

+ 0
- 4
FreeCam/Assets/Materials/New Material.mat Целия файл

@@ -8,11 +8,7 @@ Material:
8 8
   m_PrefabInstance: {fileID: 0}
9 9
   m_PrefabAsset: {fileID: 0}
10 10
   m_Name: New Material
11
-<<<<<<< HEAD
12
-  m_Shader: {fileID: 4800000, guid: b0c691a25e854aa488e55c7de961b502, type: 3}
13
-=======
14 11
   m_Shader: {fileID: 4800000, guid: 167cdc0b24acc2f449b7fb1756fbc873, type: 3}
15
->>>>>>> shader
16 12
   m_ShaderKeywords: 
17 13
   m_LightmapFlags: 4
18 14
   m_EnableInstancingVariants: 0

Loading…
Отказ
Запис