블랙잭 NPC 코인 및 AI Navigation 기능 추가

This commit is contained in:
dldydtn9755-crypto
2026-06-19 15:24:19 +09:00
parent 67c2b2c179
commit 3d0432ebd4
795 changed files with 49564 additions and 55 deletions

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Shader "Transparent/Diffuse ZWrite"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
LOD 200
// extra pass that renders to depth buffer only
Pass
{
ZWrite On
ColorMask 0
}
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
Pass
{
Tags{ "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex VSMain
#pragma fragment PSMain
float4 VSMain(float4 vertex : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(vertex);
}
float4 PSMain(float4 vertex : SV_POSITION) : SV_TARGET
{
return 0;
}
ENDCG
}
}
Fallback "Unlit/Transparent"
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/ShadowDrawer"
{
Properties
{
_Color ("Shadow Color", Color) = (0, 0, 0, 0.6)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f_shadow {
float4 pos : SV_POSITION;
LIGHTING_COORDS(0, 1)
};
half4 _Color;
v2f_shadow vert_shadow(appdata_full v)
{
v2f_shadow o;
o.pos = UnityObjectToClipPos(v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
half4 frag_shadow(v2f_shadow IN) : SV_Target
{
half atten = LIGHT_ATTENUATION(IN);
return half4(_Color.rgb, lerp(_Color.a, 0, atten));
}
ENDCG
SubShader
{
Tags { "Queue"="AlphaTest+49" }
// Depth fill pass
Pass
{
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert(appdata_full v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
return o;
}
half4 frag(v2f IN) : SV_Target
{
return (half4)0;
}
ENDCG
}
// Forward base pass
Pass
{
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_shadow
#pragma fragment frag_shadow
#pragma multi_compile_fwdbase
ENDCG
}
// Forward add pass
Pass
{
Tags { "LightMode" = "ForwardAdd" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_shadow
#pragma fragment frag_shadow
#pragma multi_compile_fwdadd_fullshadows
ENDCG
}
}
FallBack "Mobile/VertexLit"
}

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