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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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[ExecuteInEditMode] | ||
public class GR_Semaphore : MonoBehaviour | ||
{ | ||
public Light RedLight; | ||
public Light YellowLight; | ||
public Light GreenLight; | ||
public Material Semaphore; | ||
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[Range(0,6)] | ||
public int DebugCountDown = 6; | ||
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private int fDebugCountDown = 6; | ||
// Use this for initialization | ||
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// Update is called once per frame | ||
void Update () | ||
{ | ||
if (DebugCountDown != fDebugCountDown) | ||
{ | ||
if (DebugCountDown == 0) | ||
{ | ||
// green | ||
if (RedLight != null) RedLight.intensity = 0.0f; | ||
if (YellowLight != null) YellowLight.intensity = 0.0f; | ||
if (GreenLight != null) GreenLight.intensity = 2.0f; | ||
if (Semaphore != null) Semaphore.SetFloat("_startFrame", 3.0f); | ||
} | ||
else if (DebugCountDown == 1) | ||
{ | ||
// yellow | ||
if (RedLight != null) RedLight.intensity = 0.0f; | ||
if (YellowLight != null) YellowLight.intensity = 2.0f; | ||
if (GreenLight != null) GreenLight.intensity = 0.0f; | ||
if (Semaphore != null) Semaphore.SetFloat("_startFrame", 2.0f); | ||
} | ||
else if (DebugCountDown < 6) | ||
{ | ||
// red | ||
if (RedLight != null) RedLight.intensity = 2.0f; | ||
if (YellowLight != null) YellowLight.intensity = 0.0f; | ||
if (GreenLight != null) GreenLight.intensity = 0.0f; | ||
if (Semaphore != null) Semaphore.SetFloat("_startFrame", 1.0f); | ||
} | ||
else | ||
{ | ||
if (RedLight != null) RedLight.intensity = 0.0f; | ||
if (YellowLight != null) YellowLight.intensity = 0.0f; | ||
if (GreenLight != null) GreenLight.intensity = 0.0f; | ||
if (Semaphore != null) Semaphore.SetFloat("_startFrame", 0.0f); | ||
} | ||
fDebugCountDown = DebugCountDown; | ||
} | ||
} | ||
} |
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### V1.7.0 - 2018/04/03 | ||
- Added semaphore lights system; | ||
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### v1.6.1 - 2018/03/24 | ||
- Puddles enabled/disabled | ||
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// Made with Amplify Shader Editor | ||
// Available at the Unity Asset Store - http://u3d.as/y3X | ||
Shader "gRally/semaphore" | ||
{ | ||
Properties | ||
{ | ||
_TextureSample0("Texture Sample 0", 2D) = "white" {} | ||
_startFrame("startFrame", Range( 0 , 3)) = 0 | ||
[HideInInspector] _texcoord( "", 2D ) = "white" {} | ||
[HideInInspector] __dirty( "", Int ) = 1 | ||
} | ||
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SubShader | ||
{ | ||
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } | ||
Cull Back | ||
CGPROGRAM | ||
#pragma target 3.5 | ||
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows | ||
struct Input | ||
{ | ||
float2 uv_texcoord; | ||
}; | ||
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uniform sampler2D _TextureSample0; | ||
uniform fixed _startFrame; | ||
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void surf( Input i , inout SurfaceOutputStandardSpecular o ) | ||
{ | ||
float2 uv_TexCoord11 = i.uv_texcoord * float2( 1,1 ) + float2( 0,0 ); | ||
// *** BEGIN Flipbook UV Animation vars *** | ||
// Total tiles of Flipbook Texture | ||
float fbtotaltiles12 = 2 * 2; | ||
// Offsets for cols and rows of Flipbook Texture | ||
float fbcolsoffset12 = 1.0f / 2; | ||
float fbrowsoffset12 = 1.0f / 2; | ||
// Speed of animation | ||
float fbspeed12 = _Time[ 1 ] * 0; | ||
// UV Tiling (col and row offset) | ||
float2 fbtiling12 = float2(fbcolsoffset12, fbrowsoffset12); | ||
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) | ||
// Calculate current tile linear index | ||
float fbcurrenttileindex12 = round( fmod( fbspeed12 + _startFrame, fbtotaltiles12) ); | ||
fbcurrenttileindex12 += ( fbcurrenttileindex12 < 0) ? fbtotaltiles12 : 0; | ||
// Obtain Offset X coordinate from current tile linear index | ||
float fblinearindextox12 = round ( fmod ( fbcurrenttileindex12, 2 ) ); | ||
// Multiply Offset X by coloffset | ||
float fboffsetx12 = fblinearindextox12 * fbcolsoffset12; | ||
// Obtain Offset Y coordinate from current tile linear index | ||
float fblinearindextoy12 = round( fmod( ( fbcurrenttileindex12 - fblinearindextox12 ) / 2, 2 ) ); | ||
// Reverse Y to get tiles from Top to Bottom | ||
fblinearindextoy12 = (int)(2-1) - fblinearindextoy12; | ||
// Multiply Offset Y by rowoffset | ||
float fboffsety12 = fblinearindextoy12 * fbrowsoffset12; | ||
// UV Offset | ||
float2 fboffset12 = float2(fboffsetx12, fboffsety12); | ||
// Flipbook UV | ||
half2 fbuv12 = uv_TexCoord11 * fbtiling12 + fboffset12; | ||
// *** END Flipbook UV Animation vars *** | ||
float4 tex2DNode10 = tex2D( _TextureSample0, fbuv12 ); | ||
o.Albedo = tex2DNode10.rgb; | ||
o.Emission = tex2DNode10.rgb; | ||
o.Alpha = 1; | ||
} | ||
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ENDCG | ||
} | ||
Fallback "Diffuse" | ||
CustomEditor "ASEMaterialInspector" | ||
} | ||
/*ASEBEGIN | ||
Version=15103 | ||
134;97;1458;853;1850.342;460.0829;1.475;True;True | ||
Node;AmplifyShaderEditor.TextureCoordinatesNode;11;-1363.634,-4.699924;Float;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||
Node;AmplifyShaderEditor.RangedFloatNode;14;-1373.48,281.1392;Fixed;False;Property;_startFrame;startFrame;1;0;Create;True;0;0;False;0;0;0;0;3;0;1;FLOAT;0 | ||
Node;AmplifyShaderEditor.TFHCFlipBookUVAnimation;12;-1006.184,-3.594935;Float;False;0;0;6;0;FLOAT2;0,0;False;1;FLOAT;2;False;2;FLOAT;2;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;3;FLOAT2;0;FLOAT;1;FLOAT;2 | ||
Node;AmplifyShaderEditor.SamplerNode;10;-630.9352,1.620116;Float;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;False;0;None;6701f7837d69e0544862b46e0474f9ea;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 | ||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;277.1951,14.75;Float;False;True;3;Float;ASEMaterialInspector;0;0;StandardSpecular;semaforo;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;0;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;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;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;0;0;0;False;-1;-1;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;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;12;0;11;0 | ||
WireConnection;12;4;14;0 | ||
WireConnection;10;1;12;0 | ||
WireConnection;0;0;10;0 | ||
WireConnection;0;2;10;0 | ||
ASEEND*/ | ||
//CHKSM=0415970B1FB07CA402121F77629E6A00F7D5668A |
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