블랙잭 NPC 코인 및 AI Navigation 기능 추가
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fileFormatVersion: 2
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guid: 456a837c2e95f2d46b49d59464daa32d
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folderAsset: yes
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userData:
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Shader "Transparent/Diffuse ZWrite"
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{
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Properties
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{
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_Color("Main Color", Color) = (1,1,1,1)
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_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
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LOD 200
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// extra pass that renders to depth buffer only
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Pass
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{
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ZWrite On
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ColorMask 0
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}
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Pass
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{
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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v2f vert(appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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Pass
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{
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Tags{ "LightMode" = "ShadowCaster" }
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CGPROGRAM
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#pragma vertex VSMain
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#pragma fragment PSMain
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float4 VSMain(float4 vertex : POSITION) : SV_POSITION
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{
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return UnityObjectToClipPos(vertex);
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}
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float4 PSMain(float4 vertex : SV_POSITION) : SV_TARGET
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{
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return 0;
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}
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ENDCG
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}
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}
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Fallback "Unlit/Transparent"
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}
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@@ -0,0 +1,17 @@
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fileFormatVersion: 2
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guid: d0f91b219b56e124b9367d2033e94aeb
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 311375
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packageName: Polyquest Treasures
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packageVersion: 1.0
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assetPath: Assets/POLYBOX/polyquest_treasures/Shaders/dummy/Diffuse Zwrite_2.0.shader
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uploadId: 762854
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@@ -0,0 +1,96 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/ShadowDrawer"
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{
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Properties
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{
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_Color ("Shadow Color", Color) = (0, 0, 0, 0.6)
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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struct v2f_shadow {
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float4 pos : SV_POSITION;
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LIGHTING_COORDS(0, 1)
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};
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half4 _Color;
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v2f_shadow vert_shadow(appdata_full v)
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{
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v2f_shadow o;
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o.pos = UnityObjectToClipPos(v.vertex);
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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return o;
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}
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half4 frag_shadow(v2f_shadow IN) : SV_Target
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{
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half atten = LIGHT_ATTENUATION(IN);
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return half4(_Color.rgb, lerp(_Color.a, 0, atten));
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}
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ENDCG
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SubShader
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{
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Tags { "Queue"="AlphaTest+49" }
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// Depth fill pass
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Pass
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{
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ColorMask 0
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct v2f {
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float4 pos : SV_POSITION;
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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return o;
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}
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half4 frag(v2f IN) : SV_Target
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{
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return (half4)0;
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}
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ENDCG
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}
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// Forward base pass
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Pass
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{
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Tags { "LightMode" = "ForwardBase" }
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert_shadow
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#pragma fragment frag_shadow
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#pragma multi_compile_fwdbase
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ENDCG
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}
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// Forward add pass
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Pass
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{
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Tags { "LightMode" = "ForwardAdd" }
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert_shadow
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#pragma fragment frag_shadow
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#pragma multi_compile_fwdadd_fullshadows
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ENDCG
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}
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}
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FallBack "Mobile/VertexLit"
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}
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||||
@@ -0,0 +1,16 @@
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||||
fileFormatVersion: 2
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guid: 2d37cc4f3a7539c4d81272cc7718a763
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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||||
assetBundleVariant:
|
||||
AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 311375
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||||
packageName: Polyquest Treasures
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||||
packageVersion: 1.0
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assetPath: Assets/POLYBOX/polyquest_treasures/Shaders/matte_shadow.shader
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||||
uploadId: 762854
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