Removed Yeti Prefabs

This commit is contained in:
Ignacio_Gomez 2025-08-20 00:03:11 -06:00
parent 12bc4074d9
commit e79bd0dc95
59 changed files with 0 additions and 2968 deletions

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Shader "Custom/YetiShader"
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Properties
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CGPROGRAM
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#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _ColorMask;
sampler2D _BWTex;
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
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half _Metallic;
fixed4 _Color;
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fixed4 _Color2;
fixed4 _Color3;
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{
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//this is a tint of the existing color not an override
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//combine the bits
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float full_mask = clamp(mask.r+mask.b+mask.g,0,1);
float full_mask_inv = 1.0-clamp(mask.r+mask.b+mask.g,0,1);
//composite bg with character.
c = ((c*full_mask_inv )+ face + fur+bag);
return c;
}
ENDCG
}
pass
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Tags{ "LightMode" = "ShadowCaster" }
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#pragma fragment PSMain
float4 VSMain (float4 vertex:POSITION) : SV_POSITION
{
return UnityObjectToClipPos(vertex);
}
float4 PSMain (float4 vertex:SV_POSITION) : SV_TARGET
{
return 0;
}
ENDCG
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// Copyright 2022-2024 Niantic.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class YetMotion : MonoBehaviour
{
Vector2 _lastPos = new Vector2(0, 0);
Animator _animator;
// Start is called before the first frame update
void Start()
{
//get my animator so i can set variables in the anim state machine.
_animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
//am i moving, if so tell the animation controller that.
//only handles walking and idle.
Vector2 pos = new Vector2(gameObject.transform.position.x, gameObject.transform.position.z);
float dist = (pos - _lastPos).magnitude;
_lastPos = pos;
float speed = dist / Time.deltaTime;
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// Copyright 2022-2024 Niantic.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//so you can see the edits in edidor as its all shader stuff
//[ExecuteInEditMode]
public class YetiCustomizer : MonoBehaviour
{
public Color _furColor = new Color(1,0,0);
public Color _faceColor = new Color (0,1,0);
public Color _shirtColor = new Color (0,0,1);
public Color _waterBottleColor = new Color (1,1,1);
public Color _bagTint = new Color (1,1,1);
public Color _propsTint = new Color (1,1,1);
public Vector3 _scale = new Vector3(1,1,1);
public bool _hasBag=true;
public void ApplySettings()
{
transform.localScale = _scale;
var thing = transform.Find("YETI_GEO/Yeti_Body_geo");
Renderer meshRenderer = thing.GetComponent<Renderer>();
//fur
meshRenderer.material.SetColor("_Color", _furColor);
//face
meshRenderer.material.SetColor("_Color1", _faceColor);
//bag
meshRenderer.material.SetColor("_Color2", _bagTint);
thing = gameObject.transform.Find("YETI_GEO/Yeti_props_geo");
meshRenderer = thing.GetComponent<Renderer>();
//shirt
meshRenderer.material.SetColor("_Color", _shirtColor);
meshRenderer.material.SetColor("_Color1", _waterBottleColor);
meshRenderer.material.SetColor("_Color2", _propsTint);
}
void Start()
{
ApplySettings();
}
// Update is called once per frame
void Update()
{
#if UNITY_EDITOR
ApplySettings();
#endif
}
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