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{
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Properties
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{
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[Header(Local Player)]
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_PlayerDotSize("Player Dot Size", Float) = 1
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[Header(Map Movement)]
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[Header(Other Players)]
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[Toggle(SHOW_OTHERS)]_ShowOthers("Show Other Players", Int) = 0
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[HideInInspector]_CameraSize("Camera Size", Float) = 100
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _PlayerPos;
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half4 _PlayerDotColor;
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half _PlayerDotSize;
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int _MaxPlayers;
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half4 _OtherPlayersDotColor;
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half _OtherPlayersDotSize;
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int _FollowPlayer;
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half _ZoomLevel;
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// Since we can't resize the array, we'll always use the max size and iterate up to _MaxPlayers
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uniform float4 _PlayerPositions[82];
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uniform float4x4 _CameraMatrix;
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float _CameraSize;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float circleSdf(float2 p, float2 c, float r)
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{
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return length(p - c) - r;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// This converts the player position in world-space to 0-1 UV space
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_PlayerPos.w = 1;
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float4 localPlayer = mul(_CameraMatrix, _PlayerPos);
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localPlayer /= _CameraSize;
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localPlayer.xyz += 0.5;
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// This re-centers the UVs and zooms the map on the player position
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if (_FollowPlayer)
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{
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i.uv -= 0.5;
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}
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fixed4 col = tex2D(_MainTex, i.uv);
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float playerDist = circleSdf(i.uv, localPlayer.xy, _PlayerDotSize / 100.0);
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// To avoid unnecessary code for self-only minimaps
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// we keyword-out the other players distance calculations
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half otherSize = _OtherPlayersDotSize / 100.0;
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{
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// we store the "is this player in game" flag in the w component
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}
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{
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}
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#endif
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if (playerDist < 0)
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{
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// We use smoothstep here to make a smooth gradient instead of a hard circle
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}
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return col;
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}
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ENDCG
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}
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}
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Reference in New Issue
Block a user