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(0, 1)) = 0 + _Thickness ("Width (Max recommended 100)", float) = 10 + [KeywordEnum(Solid, Gradient, Image)] _OutlineMode("Outline mode", Float) = 0 + [KeywordEnum(Contour, Frame)] _OutlineShape("Outline shape", Float) = 0 + [KeywordEnum(Inside under sprite, Inside over sprite, Outside)] _OutlinePosition("Outline Position (Frame Only)", Float) = 0 + + [Header(Solid Settings)] + _SolidOutline ("Outline Color Base", Color) = (1,1,1,1) + + [Header(Gradient Settings)] + _GradientOutline1 ("Outline Color 1", Color) = (1,1,1,1) + _GradientOutline2 ("Outline Color 2", Color) = (1,1,1,1) + _Weight ("Weight", Range (0, 1)) = 0.5 + _Angle ("Gradient Angle (General gradient Only)", float) = 45 + //[KeywordEnum(General, Frame directed)] _FrameMode("Frame Mode (Frame Only)", Float) = 0 + + [Header(Image Settings)] + _FrameTex ("Frame Texture", 2D) = "white" {} + _ImageOutline ("Outline Color Base", Color) = (1,1,1,1) + [KeywordEnum(Stretch, Tile)] _TileMode("Frame mode", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Cull Off + Lighting Off + ZWrite Off + Blend One OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile _ PIXELSNAP_ON + #pragma exclude_renderers d3d11_9x + + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + fixed4 _Color; + fixed _Thickness; + fixed _OutlineEnabled; + fixed _ConnectedAlpha; + fixed _OutlineShape; + fixed _OutlinePosition; + fixed _OutlineMode; + + fixed4 _SolidOutline; + + fixed4 _GradientOutline1; + fixed4 _GradientOutline2; + fixed _Weight; + fixed _AlphaThreshold; + fixed _Angle; + //fixed _FrameMode; + + fixed4 _ImageOutline; + fixed _TileMode; + + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.vertex = UnityObjectToClipPos(IN.vertex); + OUT.texcoord = IN.texcoord; + OUT.color = IN.color * _Color; + #ifdef PIXELSNAP_ON + OUT.vertex = UnityPixelSnap (OUT.vertex); + #endif + + return OUT; + } + + sampler2D _MainTex; + sampler2D _AlphaTex; + float _AlphaSplitEnabled; + uniform float4 _MainTex_TexelSize; + + sampler2D _FrameTex; + uniform float4 _FrameTex_TexelSize; + uniform float4 _FrameTex_ST; + + fixed4 SampleSpriteTexture (float2 uv) + { + float2 offsets; + if((_OutlinePosition != 2 && _OutlineShape == 1) || _OutlineEnabled == 0) // not outside and frame + { + offsets = float2(0, 0); + } + else + { + offsets = float2(_Thickness * 2, _Thickness * 2); + } + float2 bigsize = float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w); + float2 smallsize = float2(_MainTex_TexelSize.z - offsets.x, _MainTex_TexelSize.w - offsets.y); + + float2 uv_changed = float2 + ( + uv.x * bigsize.x / smallsize.x - 0.5 * offsets.x / smallsize.x, + uv.y * bigsize.y / smallsize.y - 0.5 * offsets.y / smallsize.y + ); + + if(uv_changed.x < 0 || uv_changed.x > 1 || uv_changed.y < 0 || uv_changed.y > 1) + { + return float4(0, 0, 0, 0); + } + + fixed4 color = tex2D (_MainTex, uv_changed); + +#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED + if (_AlphaSplitEnabled) + color.a = tex2D (_AlphaTex, uv).r; +#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED + + return color; + } + + bool CheckOriginalSpriteTexture (float2 uv, bool ifZero) + { + float thicknessX = _Thickness / _MainTex_TexelSize.z; + float thicknessY = _Thickness / _MainTex_TexelSize.w; + int steps = 100; + float angle_step = 360.0 / steps; + + float alphaThreshold = _AlphaThreshold / 10; + float alphaCount = _AlphaThreshold * 10; + + // check if the basic points has an alpha to speed up the process and not use the for loop + bool outline = false; + float alphaCounter = 0; + + if(ifZero) + { + + } + else + { + outline = SampleSpriteTexture(uv + fixed2(0, +thicknessY)).a > alphaThreshold || + SampleSpriteTexture(uv + fixed2(0, -thicknessY)).a > alphaThreshold || + SampleSpriteTexture(uv + fixed2(+thicknessX, 0)).a > alphaThreshold || + SampleSpriteTexture(uv + fixed2(-thicknessX, 0)).a > alphaThreshold || + SampleSpriteTexture(uv + fixed2(+thicknessX * cos (3.14 / 4), -thicknessY * sin (3.14 / 4))).a > alphaThreshold || + SampleSpriteTexture(uv + fixed2(-thicknessX * cos (3.14 / 4), +thicknessY * sin (3.14 / 4))).a > alphaThreshold || + SampleSpriteTexture(uv + fixed2(-thicknessX * cos (3.14 / 4), -thicknessY * sin (3.14 / 4))).a > alphaThreshold || + SampleSpriteTexture(uv + fixed2(+thicknessX * cos (3.14 / 4), +thicknessY * sin (3.14 / 4))).a > alphaThreshold; + } + if(outline) return outline; + + for(int i = 0; i < steps; i++) // high number and not a variable to avoid stupid compiler bugs + { + float angle = i * angle_step * 2 * 3.14 / 360; + if(ifZero && SampleSpriteTexture(uv + fixed2(thicknessX * cos(angle), thicknessY * sin(angle))).a == 0) + { + alphaCounter++; + if(alphaCounter >= alphaCount) + { + outline = true; + break; + } + } + else if(!ifZero && SampleSpriteTexture(uv + fixed2(thicknessX * cos(angle), thicknessY * sin(angle))).a > alphaThreshold) + { + outline = true; + break; + } + } + + return outline; + } + + fixed4 frag(v2f IN) : SV_Target + { + float thicknessX = _Thickness / _MainTex_TexelSize.z; + float thicknessY = _Thickness / _MainTex_TexelSize.w; + + fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; + + c.rgb *= c.a; + + fixed alpha; + + fixed4 outlineC = fixed4(0, 0, 0, 1); + + if(_OutlineEnabled != 0) + { + if(_OutlineMode == 0) // Solid + { + outlineC = _SolidOutline; + + if(_ConnectedAlpha != 0) + { + outlineC.a *= _Color.a; + } + outlineC.rgb *= outlineC.a; + } + else if(_OutlineMode == 1) // Gradient + { + float x = IN.texcoord.x; + float y = IN.texcoord.y; + + float ratio1 = 0; + float ratio2 = 0; + + if(_OutlineShape == 0) // contour + { + if( + ((_OutlinePosition != 2 && _OutlineShape == 1) && c.a != 0 && // inside and frame + ( + IN.texcoord.y + thicknessY > 1 || + IN.texcoord.y - thicknessY < 0 || + IN.texcoord.x + thicknessX > 1 || + IN.texcoord.x - thicknessX < 0 || + CheckOriginalSpriteTexture(IN.texcoord, true) + ) + ) + || + ((_OutlinePosition == 2 || _OutlineShape != 1) && c.a == 0 && // outside or contour + CheckOriginalSpriteTexture(IN.texcoord, false) + ) + ) + { + if(_Angle >= 360) + { + int div = _Angle / 360; + _Angle = (_Angle / 360 - div) * 360; + } + _Angle *= 2 * 3.14 / 360; + + ratio1 = (0.5 - x) * cos(_Angle) + (0.5 - y) * sin(_Angle) + 0.5; + ratio2 = (x - 0.5) * cos(_Angle) + (y - 0.5) * sin(_Angle) + 0.5; + + ratio1 *= 2 * _Weight; + ratio2 *= 2 * (1 - _Weight); + + if(_ConnectedAlpha != 0) + { + _GradientOutline1.a *= _Color.a; + _GradientOutline2.a *= _Color.a; + //outlineC.rgb *= outlineC.a; + } + _GradientOutline1.rgb *= _GradientOutline1.a; + _GradientOutline2.rgb *= _GradientOutline2.a; + outlineC = _GradientOutline1 * ratio1 + _GradientOutline2 * ratio2; + } + } + else if(_OutlineShape == 1) // frame + { + if( IN.texcoord.y + thicknessY > 1 || + IN.texcoord.y - thicknessY < 0 || + IN.texcoord.x + thicknessX > 1 || + IN.texcoord.x - thicknessX < 0) + { + // between down left to up left + if (y * thicknessX - x * thicknessY > 0 && + y * thicknessX + x * thicknessY - thicknessX < 0 && + x < 0.5f) + { + ratio1 = 1 - x / thicknessX; + ratio2 = x / thicknessX; + } + // between down left to down right + else if (y * thicknessX - x * thicknessY < 0 && + y * thicknessX + x * thicknessY - thicknessY < 0 && + y < 0.5f) + { + ratio1 = 1 - y / thicknessY; + ratio2 = y / thicknessY; + } + // between down right to up right + else if (y * thicknessX - x * thicknessY - thicknessX + thicknessY < 0 && + y * thicknessX + x * thicknessY - thicknessY > 0 && + x > 0.5f) + { + ratio1 = (x - 1) / thicknessX + 1; + ratio2 = -(x - 1) / thicknessX; + } + // between up left to up right + else if (y * thicknessX - x * thicknessY - thicknessX + thicknessY > 0 && + y * thicknessX + x * thicknessY - thicknessX > 0 && + y > 0.5f) + { + ratio1 = (y - 1) / thicknessY + 1; + ratio2 = -(y - 1) / thicknessY; + } + + ratio1 *= 2 * _Weight; + ratio2 *= 2 * (1 - _Weight); + + if(_ConnectedAlpha != 0) + { + _GradientOutline1.a *= _Color.a; + _GradientOutline2.a *= _Color.a; + //outlineC.rgb *= outlineC.a; + } + _GradientOutline1.rgb *= _GradientOutline1.a; + _GradientOutline2.rgb *= _GradientOutline2.a; + outlineC = _GradientOutline1 * ratio1 + _GradientOutline2 * ratio2; + } + } + } + else if(_OutlineMode == 2) // Image + { + outlineC = _ImageOutline; + fixed2 frame_coord; + + if(_TileMode == 0) + { + frame_coord = IN.texcoord; + } + else if(_TileMode == 1) + { + frame_coord = fixed2 + ( + _FrameTex_ST.x * IN.texcoord.x * _MainTex_TexelSize.z / _FrameTex_TexelSize.z - _FrameTex_ST.z, + _FrameTex_ST.y * IN.texcoord.y * _MainTex_TexelSize.w / _FrameTex_TexelSize.w - _FrameTex_ST.w + ); + + if(frame_coord.x > 1) + { + frame_coord = fixed2 + ( + frame_coord.x - floor(frame_coord.x), + frame_coord.y + ); + } + if(frame_coord.y > 1) + { + frame_coord = fixed2 + ( + frame_coord.x, + frame_coord.y - floor(frame_coord.y) + ); + } + } + fixed4 text = tex2D(_FrameTex, frame_coord); + + text.rgb *= text.a; + + outlineC.rgb *= text.rgb; + outlineC.a *= text.a; + + if(_ConnectedAlpha != 0) + { + outlineC.a *= _Color.a; + } + outlineC.rgb *= outlineC.a; + } + + if(_OutlineShape == 1) // Frame + { + if( IN.texcoord.y + thicknessY > 1 || + IN.texcoord.y - thicknessY < 0 || + IN.texcoord.x + thicknessX > 1 || + IN.texcoord.x - thicknessX < 0) + { + if(_OutlinePosition == 0 && c.a != 0 && _Thickness > 0) + { + return c; + } + else + { + return outlineC; + } + } + else + { + return c; + } + } + else if(_OutlineShape == 0 && _Thickness > 0) // Contour + { + if((_OutlinePosition != 2 && _OutlineShape == 1) && c.a != 0 && // inside and frame + ( + IN.texcoord.y + thicknessY > 1 || + IN.texcoord.y - thicknessY < 0 || + IN.texcoord.x + thicknessX > 1 || + 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0000000..80c645d --- /dev/null +++ b/Assets/ToothyV/Scripts/Gameplay/AgentRenderer.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AgentRenderer : MonoBehaviour +{ + private Material normalMaterial; + SpriteRenderer spriteRenderer; + [SerializeField] private Material activeMaterial; + void Start() + { + normalMaterial = GetComponent().material; + spriteRenderer = GetComponent(); + } + + public void SuperPowerMaterial() + { + audioController.Instance.PlaySFX("sfx_Heal"); + spriteRenderer.material = activeMaterial; + } + + +} diff --git a/Assets/ToothyV/Scripts/Gameplay/AgentRenderer.cs.meta b/Assets/ToothyV/Scripts/Gameplay/AgentRenderer.cs.meta new file mode 100644 index 0000000..496eed6 --- /dev/null +++ b/Assets/ToothyV/Scripts/Gameplay/AgentRenderer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d161521655ec3c944a2aaad5364de5a1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: 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= (0,0,0,1) + _OutlineSize ("Outline Size", Float) = 1 + } + SubShader { + Tags {"Queue"="Transparent" "RenderType"="Transparent"} + LOD 100 + Cull Off + Lighting Off + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass { + Name "OUTLINE" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + fixed4 _OutlineColor; + float _OutlineSize; + + v2f vert (appdata_t v) { + v2f o; + float4 pos = v.vertex; + float2 offset = float2(_OutlineSize / _ScreenParams.x, _OutlineSize / _ScreenParams.y); + pos.xy += offset; + o.vertex = UnityObjectToClipPos(pos); + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target { + fixed4 col = tex2D(_MainTex, i.uv); + if (col.a < 0.1) discard; + return _OutlineColor; + } + ENDCG + 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