Repair shader
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@ -66,7 +66,7 @@ Material:
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- _Metallic: 0
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- _Metallic: 0
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- _Mode: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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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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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SpecularHighlights: 1
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8
Assets/Scenes/Filip.meta
Normal file
8
Assets/Scenes/Filip.meta
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@ -0,0 +1,8 @@
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--- !u!1 &964739489
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--- !u!1 &964739489
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GameObject:
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GameObject:
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@ -604,72 +523,3 @@ PrefabInstance:
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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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playerManager = collision.gameObject.GetComponent<PlayerManager>();
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if (playerManager.activeAbility.Count > 0 && playerManager.activeAbility[0] == 2)
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if (playerManager.activeAbility.Count > 0 && playerManager.activeAbility[0] == 2)
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{
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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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}
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else
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else
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{
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{
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@ -1,8 +1,9 @@
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Shader "Outlined/Silhouette Only"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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{
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Shader "Outlined/Silhouette Only" {
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Properties{
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Properties{
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_OutlineColor("Outline Color", Color) = (0,0,0,1)
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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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_Outline("Outline width", Range(0.0, 1)) = .005
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}
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}
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CGINCLUDE
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CGINCLUDE
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@ -52,11 +53,13 @@
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}
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}
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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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// note that a vertex shader is specified here but its using the one above
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Pass {
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Pass {
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Name "OUTLINE"
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Tags { "LightMode" = "Always" }
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Cull Front
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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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// 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 SrcAlpha OneMinusSrcAlpha // Normal
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