Started building house and refined the interact system

This commit is contained in:
2025-12-02 17:13:58 +00:00
parent b71944ef87
commit 732a2577c2
7783 changed files with 68228 additions and 13482 deletions

8
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""id"": ""852140f2-7766-474d-8707-702459ba45f3"",
""expectedControlType"": ""Button"",
""expectedControlType"": """",
""processors"": """",
""interactions"": ""Hold"",
""interactions"": """",
""initialStateCheck"": false
},
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{
"version": 1,
"name": "InputSystem_Actions",
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{
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// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios_Polygon_NeonShader"
{
Properties
{
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_Metallic("Metallic", Range( 0 , 1)) = 0
_Smoothness("Smoothness", Range( 0 , 1)) = 0.2
_NormalMap("Normal Map", 2D) = "bump" {}
_NormalAmount("Normal Amount", Range( 0 , 2)) = 1
_Emission("Emission", 2D) = "white" {}
_Saturation("Saturation", Float) = 2
_Brightness("Brightness", Range( 0 , 5)) = 1
_UVScrollSpeed("UVScroll Speed", Float) = 0.2
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
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SubShader
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Cull Back
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#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
float2 uv2_texcoord2;
};
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform float _NormalAmount;
uniform sampler2D _AlbedoMap;
uniform sampler2D _Emission;
uniform float _UVScrollSpeed;
uniform float _Brightness;
uniform float _Saturation;
uniform float _Metallic;
uniform float _Smoothness;
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
o.Normal = ( UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ) * _NormalAmount );
float4 tex2DNode32 = tex2D( _AlbedoMap, i.uv_texcoord );
o.Albedo = tex2DNode32.rgb;
float mulTime3 = _Time.y * _UVScrollSpeed;
float2 panner4 = ( mulTime3 * float2( 1,0 ) + i.uv2_texcoord2);
float3 hsvTorgb42 = RGBToHSV( tex2DNode32.rgb );
float3 hsvTorgb46 = HSVToRGB( float3(hsvTorgb42.x,( hsvTorgb42.y * _Saturation ),hsvTorgb42.z) );
o.Emission = ( tex2D( _Emission, ( panner4 + float2( 0,0 ) ) ) * _Brightness * float4( hsvTorgb46 , 0.0 ) ).rgb;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
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}
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