Add checkpoint system and player spawn logic; implement checkpoint activation and respawn mechanics

This commit is contained in:
Данил Ярош 2025-10-20 09:28:42 +03:00
parent 9e5cc56d87
commit 7ef727007b
84 changed files with 7803 additions and 1863 deletions

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***********************************
Lava Flowing Shader
Version 1.2
Date 22 July 2016
For Unity 5.3.5 or up
by Moonflower Carnivore
***********************************
Lava Flowing Shader allows you to create lava flowing effect on mesh/plane.
It simulates the liquid distortion effect that a simple scrolling UV is
incapable of. Please watch our youtube video of the effect:
https://www.youtube.com/watch?v=ItXkajNdp44
For detailed instructions about using this Lava Flowing Shader please
read our online google doc here:
https://docs.google.com/document/d/1BkCaZLZ2feWL14LdHH_6GFnwTE3WilYUUSN5DMCbObE/edit?usp=sharing
We are Moonflower Carnivore and we provide game assets like particle
effects and simple shaders. Please like our Facebook page
https://www.facebook.com/MoonflowerCarnivore
and rate our packages in Unity Asset Store if you like our work!

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using UnityEngine;
using System.Collections;
public class ScrollingUVs_Layers : MonoBehaviour
{
//public int materialIndex = 0;
public Vector2 uvAnimationRate = new Vector2( 1.0f, 0.0f );
public string textureName = "_MainTex";
Vector2 uvOffset = Vector2.zero;
void LateUpdate()
{
uvOffset += ( uvAnimationRate * Time.deltaTime );
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{
GetComponent<Renderer>().sharedMaterial.SetTextureOffset( textureName, uvOffset );
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// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Lava Flowing Shader/Diffuse/Distort"
{
Properties
{
_DistortX ("Distortion in X", Range (0,2)) = 1
_DistortY ("Distortion in Y", Range (0,2)) = 0
_MainTex ("_MainTex RGBA", 2D) = "white" {}
_Distort ("_Distort A", 2D) = "white" {}
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
sampler2D _Distort;
sampler2D _LavaTex;
fixed _DistortX;
fixed _DistortY;
struct Input
{
float2 uv2_LavaTex;
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed distort = tex2D(_Distort, IN.uv_MainTex).a;
fixed2 uv_scroll;
uv_scroll = fixed2(IN.uv2_LavaTex.x-distort*_DistortX,IN.uv2_LavaTex.y-distort*_DistortY);
fixed4 tex2 = tex2D(_LavaTex,uv_scroll);
c.rgb = lerp(tex2.rgb,c.rgb,c.a);
o.Albedo = c.rgb;
//Use the below two lines if you want the rock part be diffuse but lava part is unlit
//o.Albedo = c.rgb*c.a;
//o.Emission = c.rgb*(1-c.a);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Lava Flowing Shader/Unlit/Distort"
{
Properties {
//_Color ("Main Color", Color) = (1,1,1)
_DistortX ("Distortion in X", Range (0,2)) = 1
_DistortY ("Distortion in Y", Range (0,2)) = 0
_MainTex ("_MainTex RGBA", 2D) = "white" {}
_Distort ("_Distort A", 2D) = "white" {}
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
}
Category {
Tags { "RenderType"="Opaque" }
Lighting Off
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Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Distort;
sampler2D _LavaTex;
struct appdata_t {
fixed4 vertex : POSITION;
fixed2 texcoord : TEXCOORD0;
};
struct v2f {
fixed4 vertex : SV_POSITION;
fixed2 texcoord : TEXCOORD0;
fixed2 texcoord1 : TEXCOORD1;
};
fixed4 _MainTex_ST;
fixed4 _LavaTex_ST;
fixed _DistortX;
fixed _DistortY;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed distort = tex2D(_Distort, i.texcoord).a;
fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
tex = lerp(tex2,tex,tex.a);
return tex;
}
ENDCG
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Lava Flowing Shader/Unlit/Distort Transparent"
{
Properties {
//_Color ("Main Color", Color) = (1,1,1)
_DistortX ("Distortion in X", Range (0,2)) = 1
_DistortY ("Distortion in Y", Range (0,2)) = 0
_MainTex ("_MainTex RGBA", 2D) = "white" {}
_Distort ("_Distort A", 2D) = "white" {}
_LavaTex ("_LavaTex RGBA", 2D) = "white" {}
}
Category {
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Blend SrcAlpha OneMinusSrcAlpha
Cull back Lighting Off ZWrite Off
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Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Distort;
sampler2D _LavaTex;
struct appdata_t {
fixed4 vertex : POSITION;
fixed2 texcoord : TEXCOORD0;
};
struct v2f {
fixed4 vertex : SV_POSITION;
fixed2 texcoord : TEXCOORD0;
fixed2 texcoord1 : TEXCOORD1;
};
fixed4 _MainTex_ST;
fixed4 _LavaTex_ST;
fixed _DistortX;
fixed _DistortY;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed distort = tex2D(_Distort, i.texcoord).a;
fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
tex = lerp(tex2,tex,tex.a);
return tex;
}
ENDCG
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Lava Flowing Shader/Unlit/Simple"
{
Properties {
//_Color ("Main Color", Color) = (1,1,1)
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o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed4 tex2 = tex2D(_LavaTex, i.texcoord1);
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return tex;
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ENDCG
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@ -4,11 +4,6 @@ using RR.Game2D.Behaviour;
public class EnemyAnimationEvents : MonoBehaviour
{
public void OnDeathEnd()
{
Destroy(gameObject);
}
public void OnDeathBegin()
{
Rigidbody2D rb = GetComponent<Rigidbody2D>();
@ -20,4 +15,9 @@ public class EnemyAnimationEvents : MonoBehaviour
rb.linearVelocity = Vector2.zero;
rb.bodyType = RigidbodyType2D.Kinematic;
}
public void OnDeathEnd()
{
Destroy(gameObject);
}
}

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@ -0,0 +1,47 @@
using System;
using RR.Game2D.Behaviour;
using UnityEngine;
public class PayerAnimationEvents : MonoBehaviour
{
private Rigidbody2D _rigidbody;
private Collider2D _collider;
private PlayerController _controller;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody2D>();
_collider = GetComponent<Collider2D>();
}
public void OnDeathBegin()
{
if (_collider) _collider.isTrigger = true;
if (!_rigidbody) return;
_rigidbody.linearVelocity = Vector2.zero;
// _rigidbody.bodyType = RigidbodyType2D.Kinematic;
}
// private void OnDeathByEnemy()
// {
// // Custom logic for when the player dies by an enemy
// Debug.Log("Player has died by an enemy.");
// }
//
// private void OnDeathByHazard()
// {
// // Custom logic for when the player dies by a hazard
// Debug.Log("Player has died by a hazard.");
// }
//
// private void OnDeathByVoid()
// {
// // Custom logic for when the player dies by falling into the void
// Debug.Log("Player has died by falling into the void.");
// }
public void OnDeathEnd()
{
Destroy(gameObject);
}
}

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@ -179,7 +179,7 @@ namespace RR.Game2D.Behaviour
public void Die()
{
GameManager.Instance.RespawnPlayer();
GameManager.Instance.RespawnPlayer();
}
/// <summary>

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@ -0,0 +1,165 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
[RequireComponent(typeof(Collider2D))]
public class LightDimmer : MonoBehaviour
{
[Tooltip("Если не указан, будет использован Collider2D на этом же объекте.")]
[SerializeField] private Collider2D targetCollider;
[Tooltip("Тег игрока (используется для поиска Transform игрока)")]
[SerializeField] private string playerTag;
[Tooltip("Если хотите явно назначить конкретный Light2D для этого экземпляра, укажите его здесь (приоритет).")]
[SerializeField] private Light2D[] lights;
[Tooltip("Интенсивность света у минимального X (bounds.min.x)")]
[SerializeField] private float startXIntensity;
[Tooltip("Интенсивность света у максимального X (bounds.max.x)")]
[SerializeField] private float endXIntensity;
[Tooltip("Опционально: сглаживание изменения (0 мгновенно, >0 — скорость, единицы: интенсивность/сек)")]
[SerializeField] [Min(0)] private float smoothing;
private Transform playerTransform;
// Храним все коллайдеры игрока, которые в данный момент пересекают триггер
private readonly HashSet<Collider2D> playerColliders = new HashSet<Collider2D>();
private float boundsMinX;
private float boundsMaxX;
private void OnValidate()
{
if (targetCollider != null)
{
UpdateBounds();
}
if (string.IsNullOrEmpty(playerTag)) playerTag = "Player";
}
private void OnEnable()
{
if (targetCollider == null)
targetCollider = GetComponent<Collider2D>();
if (targetCollider != null)
{
UpdateBounds();
}
if (string.IsNullOrEmpty(playerTag)) playerTag = "Player";
var playerObj = GameObject.FindGameObjectWithTag(playerTag);
if (playerObj != null)
playerTransform = playerObj.transform;
}
private void Start()
{
if (targetCollider == null)
{
targetCollider = GetComponent<Collider2D>();
}
UpdateBounds();
if (string.IsNullOrEmpty(playerTag)) playerTag = "Player";
}
private void Update()
{
// Нужна ссылка на игрока и хотя бы один свет и collider
if (!playerTransform || lights == null || lights.Length == 0 || targetCollider == null)
return;
// Проверяем, что игрок действительно внутри триггера (с учётом возможной множественной геометрии)
bool playerInside = playerColliders.Count > 0;
if (!playerInside)
return;
Vector3 playerPos = playerTransform.position;
// Дополнительная страховка: проверяем AABB bounds
if (!targetCollider.bounds.Contains(playerPos))
return;
float playerX = playerPos.x;
float t = 0f;
if (!Mathf.Approximately(boundsMaxX, boundsMinX))
{
t = Mathf.InverseLerp(boundsMinX, boundsMaxX, playerX);
t = Mathf.Clamp01(t);
}
// Интерполируем интенсивность между startXIntensity и endXIntensity
float desiredForPosition = Mathf.Lerp(startXIntensity, endXIntensity, t);
for (int i = 0; i < lights.Length; i++)
{
var light2D = lights[i];
if (!light2D) continue;
if (smoothing <= 0f)
{
light2D.intensity = desiredForPosition;
}
else
{
light2D.intensity = Mathf.MoveTowards(light2D.intensity, desiredForPosition, smoothing * Time.deltaTime);
}
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag(playerTag)) return;
// Запоминаем коллайдер игрока
playerColliders.Add(other);
// Сохраняем Transform игрока (на случай, если раньше не найден)
if (playerTransform == null)
playerTransform = other.transform;
}
private void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag(playerTag)) return;
// Убираем коллайдер из множества; если множество пустое — игрок полностью вышел
playerColliders.Remove(other);
// Не затираем playerTransform, оставляем ссылку (чтобы можно было продолжать вычисления при следующем входе).
// Если нужно — можно дополнительно реагировать на полное выход игрока (playerColliders.Count == 0).
}
private void UpdateBounds()
{
var b = targetCollider.bounds;
boundsMinX = b.min.x;
boundsMaxX = b.max.x;
}
void OnDrawGizmosSelected()
{
if (targetCollider == null) return;
var b = targetCollider.bounds;
Gizmos.color = Color.yellow;
Gizmos.DrawLine(new Vector3(b.min.x, b.min.y, 0f), new Vector3(b.max.x, b.min.y, 0f));
Gizmos.DrawLine(new Vector3(b.max.x, b.min.y, 0f), new Vector3(b.max.x, b.max.y, 0f));
Gizmos.DrawLine(new Vector3(b.max.x, b.max.y, 0f), new Vector3(b.min.x, b.max.y, 0f));
Gizmos.DrawLine(new Vector3(b.min.x, b.max.y, 0f), new Vector3(b.min.x, b.min.y, 0f));
if (playerTransform != null)
{
Gizmos.color = Color.cyan;
Vector3 p = playerTransform.position;
Gizmos.DrawSphere(new Vector3(p.x, p.y, 0f), 0.05f);
}
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ae9e11a9927e04d4d99bf663f1a2207e

View File

@ -1,32 +0,0 @@
using System;
using RR.Game2D.Core;
using UnityEngine;
[RequireComponent(typeof(Renderer))]
public class NotVisibleHider : MonoBehaviour
{
// private Camera mainCamera;
private Transform playerTransform;
private Renderer _renderer;
private void Start()
{
// mainCamera = Camera.main;
playerTransform = GameManager.Instance.PlayerObj.transform;
_renderer = GetComponent<Renderer>();
}
private void OnBecameInvisible()
{
// gameObject.SetActive(false);
_renderer.enabled = false;
transform.position = playerTransform.position;
}
private void OnBecameVisible()
{
// gameObject.SetActive(true);
_renderer.enabled = true;
}
}

View File

@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: b16d5c28e59cc014581e943b509f83a8

View File

@ -1,16 +0,0 @@
using UnityEngine;
public class PayerAnimationEvents : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -48,12 +48,6 @@
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},
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"m_Id": "0940bcac198344f2baab2cd6fe324cd4"
},
@ -128,6 +122,12 @@
},
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},
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},
{
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}
],
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@ -156,7 +156,7 @@
},
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"m_Node": {
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},
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}
@ -170,9 +170,9 @@
},
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"m_Node": {
"m_Id": "b61669bd0646434ebd76fb1bb7c1456d"
"m_Id": "f321913dae5443df9d5228a3999b3514"
},
"m_SlotId": 1
"m_SlotId": 0
}
},
{
@ -402,9 +402,9 @@
{
"m_OutputSlot": {
"m_Node": {
"m_Id": "809b460f2a564b058c52c7d36c022649"
"m_Id": "7b7fac426c1c4e0695dfb83f5212d614"
},
"m_SlotId": 0
"m_SlotId": 1
},
"m_InputSlot": {
"m_Node": {
@ -413,6 +413,20 @@
"m_SlotId": 1
}
},
{
"m_OutputSlot": {
"m_Node": {
"m_Id": "809b460f2a564b058c52c7d36c022649"
},
"m_SlotId": 0
},
"m_InputSlot": {
"m_Node": {
"m_Id": "7b7fac426c1c4e0695dfb83f5212d614"
},
"m_SlotId": 0
}
},
{
"m_OutputSlot": {
"m_Node": {
@ -510,6 +524,20 @@
},
"m_SlotId": 0
}
},
{
"m_OutputSlot": {
"m_Node": {
"m_Id": "f321913dae5443df9d5228a3999b3514"
},
"m_SlotId": 1
},
"m_InputSlot": {
"m_Node": {
"m_Id": "14f74bb3a3b042ebae7d95b87a372001"
},
"m_SlotId": 1
}
}
],
"m_VertexContext": {
@ -538,12 +566,6 @@
{
"m_Id": "62296e30fdb641899f04424d097d13c5"
},
{
"m_Id": "dbafa1e3a8ef4275b5c2f505d6388b4f"
},
{
"m_Id": "16c20eaf98e944aa942856a3eec25a92"
},
{
"m_Id": "0940bcac198344f2baab2cd6fe324cd4"
}
@ -737,40 +759,6 @@
"m_HashType": 0
}
{
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"m_Type": "UnityEditor.ShaderGraph.BlockNode",
"m_ObjectId": "16c20eaf98e944aa942856a3eec25a92",
"m_Group": {
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},
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"m_DrawState": {
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"m_Position": {
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}
},
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{
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"m_Type": "UnityEditor.ShaderGraph.TimeNode",
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"m_ObjectId": "6263a720c36147f3ae804b1ce5074275",
"m_Datas": [],
"m_ActiveSubTarget": {
"m_Id": "b5290c420a1f46d88e73f0e8fb96a287"
"m_Id": "cd998c01a694432fa8c1f48819efd3a0"
},
"m_AllowMaterialOverride": false,
"m_SurfaceType": 0,
@ -1993,8 +2005,8 @@
"m_Position": {
"serializedVersion": "2",
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"width": 104.0,
"y": -309.9999694824219,
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}
},
@ -2181,6 +2193,42 @@
"m_Labels": []
}
{
"m_SGVersion": 0,
"m_Type": "UnityEditor.ShaderGraph.RedirectNodeData",
"m_ObjectId": "7b7fac426c1c4e0695dfb83f5212d614",
"m_Group": {
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},
"m_Name": "Redirect Node",
"m_DrawState": {
"m_Expanded": true,
"m_Position": {
"serializedVersion": "2",
"x": -1334.9998779296875,
"y": 118.99999237060547,
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}
},
"m_Slots": [
{
"m_Id": "c78edbbf2e5541a98207988049021cea"
},
{
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}
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"synonyms": [],
"m_Precision": 0,
"m_PreviewExpanded": true,
"m_DismissedVersion": 0,
"m_PreviewMode": 0,
"m_CustomColors": {
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}
}
{
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"m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot",
@ -2773,12 +2821,6 @@
"m_Labels": []
}
{
"m_SGVersion": 0,
"m_Type": "UnityEditor.Rendering.Universal.ShaderGraph.UniversalSpriteLitSubTarget",
"m_ObjectId": "b5290c420a1f46d88e73f0e8fb96a287"
}
{
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"m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot",
@ -2827,6 +2869,30 @@
}
}
{
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"m_ObjectId": "b5ece5780c95444b86628d8d59be876f",
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"m_ShaderOutputName": "",
"m_StageCapability": 3,
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{
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"m_Type": "UnityEditor.ShaderGraph.MultiplyNode",
@ -2933,31 +2999,6 @@
}
}
{
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"m_Type": "UnityEditor.ShaderGraph.ColorRGBAMaterialSlot",
"m_ObjectId": "bb311a8e7f8741519c337e9d3c259df3",
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"m_DisplayName": "Sprite Mask",
"m_SlotType": 0,
"m_Hidden": false,
"m_ShaderOutputName": "SpriteMask",
"m_StageCapability": 2,
"m_Value": {
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{
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"m_Type": "UnityEditor.ShaderGraph.PropertyNode",
@ -2970,9 +3011,9 @@
"m_Expanded": true,
"m_Position": {
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@ -2994,30 +3035,6 @@
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}
{
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"m_Type": "UnityEditor.ShaderGraph.NormalMaterialSlot",
"m_ObjectId": "bce43017f9e54a6db4c7c93ed41fb5a1",
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"m_DisplayName": "Normal (Tangent Space)",
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"m_Hidden": false,
"m_ShaderOutputName": "NormalTS",
"m_StageCapability": 2,
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{
"m_SGVersion": 0,
"m_Type": "UnityEditor.ShaderGraph.PropertyNode",
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"m_Labels": []
}
{
"m_SGVersion": 0,
"m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot",
"m_ObjectId": "c78edbbf2e5541a98207988049021cea",
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}
{
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"m_ObjectId": "cd998c01a694432fa8c1f48819efd3a0"
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{
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}
{
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}
{
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}
{
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@ -7,7 +7,7 @@ Material:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Laser_Lit_Material
m_Name: Laser_Unlit_Material
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View File

@ -10,6 +10,7 @@ TagManager:
- Enemy
- EnemyProjectile
- Trap
- Light
layers:
- Default
- TransparentFX