DemiSel hace 4 años
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431cd00c8c

+ 1
- 9
FreeCam/Assets/BlockSpawner.cs Ver fichero

@@ -6,13 +6,11 @@ using UnityEngine.InputSystem;
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 public class BlockSpawner : MonoBehaviour
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 {
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-<<<<<<< HEAD
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-=======
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     private void Start()
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     {
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         _playerInput = GetComponent<PlayerInput>();
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     }
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->>>>>>> shader
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+
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     [SerializeField]
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     private GameObject _blockToPlace;
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     public GameObject BlockToPlace
@@ -41,8 +39,6 @@ public class BlockSpawner : MonoBehaviour
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     public bool _blockRotating = false;
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     private Quaternion _lastRotationState;
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-    private Shader _initialShader;
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-
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     public void OnPlaceBlock()
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     {
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         if (!_isPreview) return;
@@ -129,9 +125,5 @@ public class BlockSpawner : MonoBehaviour
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         Material vMaterial = vRenderer.material;
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         vMaterial.shader = _initialShader;
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     }
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-<<<<<<< HEAD
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-=======
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-    
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->>>>>>> shader
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 }

+ 0
- 134
FreeCam/Assets/Effects/wMaillageShader.shader Ver fichero

@@ -1,138 +1,5 @@
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 Shader "Custom/wMaillageShader"
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 {
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-<<<<<<< HEAD
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-    Properties
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-    {
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-		_MainTex("Texture", 2D) = "white" {}
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-		_Color("Color", Color) = (1,1,1,1)
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-		_Threshold("Threshold", float) = 0.01
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-
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-		_EdgeColor("Edge color", Color) = (1,0,0,1)
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-
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-		_Glossiness("Smoothness", Range(0,1)) = 0.5
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-		_Metallic("Metallic", Range(0,1)) = 0.0
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-    }
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-    SubShader
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-    {
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-        Cull Off ZWrite Off ZTest Always
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-		Tags { "RenderType" = "Opaque" }
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-        Pass
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-
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-		{
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-
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-			CGPROGRAM
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-
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-			#pragma vertex vert
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-
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-			#pragma fragment frag 
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-			
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-
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-			#include "UnityCG.cginc"
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-
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-			struct appdata
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-
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-			{
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-
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-				float4 vertex : POSITION;
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-
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-				float2 uv : TEXCOORD0;
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-
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-			};
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-
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-			struct v2f
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-
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-			{
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-
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-				float2 uv : TEXCOORD0;
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-
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-				float4 vertex : SV_POSITION;
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-
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-			};
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-
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-			sampler2D _CameraDepthNormalsTexture;
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-			float4 _MainTex_ST;
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-
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-			v2f vert(appdata v)
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-
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-			{
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-
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-				v2f o;
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-
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-				o.vertex = UnityObjectToClipPos(v.vertex);
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-
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-				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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-
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-				return o;
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-
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-			}
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-
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-			sampler2D _MainTex;
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-
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-			float4 _MainTex_TexelSize;
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-
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-			float _Threshold;
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-
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-			fixed4 _EdgeColor;
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-
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-			float4 GetPixelValue(in float2 uv) {
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-
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-				half3 normal;
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-
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-				float depth;
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-
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-				DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture, uv), depth, normal);
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-
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-				return fixed4(normal, depth);
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-
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-			}
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-
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-			fixed4 frag(v2f i) : SV_Target
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-
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-			{
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-
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-				fixed4 col = tex2D(_MainTex, i.uv);
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-
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-				fixed4 orValue = GetPixelValue(i.uv);
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-
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-				float2 offsets[8] = {
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-
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-					float2(-1, -1),
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-
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-					float2(-1, 0),
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-
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-					float2(-1, 1),
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-
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-					float2(0, -1),
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-
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-					float2(0, 1),
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-
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-					float2(1, -1),
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-
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-					float2(1, 0),
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-
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-					float2(1, 1)
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-
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-				};
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-
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-				fixed4 sampledValue = fixed4(0,0,0,0);
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-
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-				for (int j = 0; j < 8; j++) {
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-
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-					sampledValue += GetPixelValue(i.uv + offsets[j] * _MainTex_TexelSize.xy);
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-
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-				}
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-
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-				sampledValue /= 8;
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-
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-				return lerp(col, _EdgeColor, step(_Threshold, length(orValue - sampledValue)));
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-
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-			}
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-
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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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 	Properties
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 	{
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 	   _InnerColor("Inner Color", Color) = (0.0, 0.0, 0.0, 0.5)
@@ -166,5 +33,4 @@
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 		ENDCG
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 	}
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 		Fallback "Diffuse"
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->>>>>>> shader
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 }

+ 0
- 4
FreeCam/Assets/Effects/wMaillageShader.shader.meta Ver fichero

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

+ 0
- 4
FreeCam/Assets/Materials/New Material.mat Ver fichero

@@ -8,11 +8,7 @@ Material:
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   m_PrefabInstance: {fileID: 0}
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   m_PrefabAsset: {fileID: 0}
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   m_Name: New Material
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-<<<<<<< HEAD
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-  m_Shader: {fileID: 4800000, guid: b0c691a25e854aa488e55c7de961b502, type: 3}
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-=======
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   m_Shader: {fileID: 4800000, guid: 167cdc0b24acc2f449b7fb1756fbc873, type: 3}
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->>>>>>> shader
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   m_ShaderKeywords: 
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   m_LightmapFlags: 4
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   m_EnableInstancingVariants: 0

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