Repair shader
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		@@ -66,7 +66,7 @@ Material:
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    - _Metallic: 0
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    - _Mode: 0
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    - _OcclusionStrength: 1
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    - _Outline: 0.25
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    - _Outline: 0.1
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    - _Parallax: 0.02
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    - _SmoothnessTextureChannel: 0
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    - _SpecularHighlights: 1
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										8
									
								
								Assets/Scenes/Filip.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Assets/Scenes/Filip.meta
									
									
									
									
									
										Normal file
									
								
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--- !u!1 &964739489
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@@ -71,7 +71,7 @@ public class ObjectManager : MonoBehaviour
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                playerManager = collision.gameObject.GetComponent<PlayerManager>();
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                if (playerManager.activeAbility.Count > 0 && playerManager.activeAbility[0] == 2)
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                {
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                    meshRenderer.materials[1].SetFloat("_Outline", 0.25f);
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                    meshRenderer.materials[1].SetFloat("_Outline", 0.1f);
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                } 
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                else
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                {
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@@ -1,82 +1,85 @@
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Shader "Outlined/Silhouette Only"
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{
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    Properties{
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        _OutlineColor("Outline Color", Color) = (0,0,0,1)
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        _Outline("Outline width", Range(0.0, 1.0)) = .005
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    }
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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        CGINCLUDE
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Shader "Outlined/Silhouette Only" {
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	Properties{
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		_OutlineColor("Outline Color", Color) = (0,0,0,1)
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		_Outline("Outline width", Range(0.0, 1)) = .005
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	}
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		CGINCLUDE
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#include "UnityCG.cginc"
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        struct appdata {
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        float4 vertex : POSITION;
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        float3 normal : NORMAL;
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    };
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		struct appdata {
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		float4 vertex : POSITION;
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		float3 normal : NORMAL;
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	};
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    struct v2f {
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        float4 pos : POSITION;
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        float4 color : COLOR;
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    };
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	struct v2f {
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		float4 pos : POSITION;
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		float4 color : COLOR;
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	};
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    uniform float _Outline;
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    uniform float4 _OutlineColor;
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	uniform float _Outline;
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	uniform float4 _OutlineColor;
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    v2f vert(appdata v) {
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        // just make a copy of incoming vertex data but scaled according to normal direction
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        v2f o;
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        o.pos = UnityObjectToClipPos(v.vertex);
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	v2f vert(appdata v) {
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		// just make a copy of incoming vertex data but scaled according to normal direction
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		v2f o;
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		o.pos = UnityObjectToClipPos(v.vertex);
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        float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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        float2 offset = TransformViewToProjection(norm.xy);
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		float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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		float2 offset = TransformViewToProjection(norm.xy);
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        o.pos.xy += offset * o.pos.z * _Outline;
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        o.color = _OutlineColor;
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        return o;
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    }
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    ENDCG
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		o.pos.xy += offset * o.pos.z * _Outline;
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		o.color = _OutlineColor;
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		return o;
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	}
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	ENDCG
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        SubShader{
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            Tags { "Queue" = "Transparent" }
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		SubShader{
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			Tags { "Queue" = "Transparent" }
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            Pass {
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                Name "BASE"
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                Cull Back
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                Blend Zero One
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			Pass {
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				Name "BASE"
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				Cull Back
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				Blend Zero One
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        // uncomment this to hide inner details:
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        //Offset -8, -8
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		// uncomment this to hide inner details:
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		//Offset -8, -8
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        SetTexture[_OutlineColor] {
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            ConstantColor(0,0,0,0)
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            Combine constant
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        }
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    }
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		SetTexture[_OutlineColor] {
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			ConstantColor(0,0,0,0)
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			Combine constant
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		}
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	}
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        // note that a vertex shader is specified here but it's using the one above
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        Pass {
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            Name "OUTLINE"
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            Tags { "LightMode" = "Always" }
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            Cull Front
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		// note that a vertex shader is specified here but its using the one above
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		Pass {
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			Name "OUTLINE"
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			Tags { "LightMode" = "Always" }
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			Cull Off
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			Offset 4,4
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        // you can choose what kind of blending mode you want for the outline
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        //Blend SrcAlpha OneMinusSrcAlpha // Normal
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        //Blend One One // Additive
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        Blend One OneMinusDstColor // Soft Additive
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        //Blend DstColor Zero // Multiplicative
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        //Blend DstColor SrcColor // 2x Multiplicative
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		// you can choose what kind of blending mode you want for the outline
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		//Blend SrcAlpha OneMinusSrcAlpha // Normal
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		//Blend One One // Additive
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		Blend One OneMinusDstColor // Soft Additive
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		//Blend DstColor Zero // Multiplicative
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		//Blend DstColor SrcColor // 2x Multiplicative
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR {
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    return i.color;
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	return i.color;
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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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	}
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        Fallback "Diffuse"
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}
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		Fallback "Diffuse"
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}
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