Setup project, only UI and basic code
The project setup contains README, LICENSE, the full UI and materials. The PICO-8 side is wired up, but all the Arduino code is absent as I need to figure out how to carve it out for the students.
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Assets/BackgroundShader.shader
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73
Assets/BackgroundShader.shader
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Shader "Custom/BackgroundShader"
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{
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Properties
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{
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_Color ("Color", Color) = (0.2,0.5,0.4,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Size ("Taille", Range(0,100)) = 75.0
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_Speed ("Vitesse", Range(0,100)) = 20.0
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}
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SubShader
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{
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Pass
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{
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Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
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Cull Off
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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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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};
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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 _MainTex_ST;
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float4 _Color;
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float _Size;
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float _Speed;
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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 = TRANSFORM_TEX(v.uv, _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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// sample the texture
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// fixed4 col = tex2D(_MainTex, i.uv);
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// Offset enough so that the 0 crossing won't appear on large screens.
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float time_step = (_Time[1]*_Speed) + 10000;
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float4 fragColor;
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float x = abs((-i.vertex.x + time_step) % _Size);
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float y = abs((-i.vertex.y - time_step) % _Size);
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if (( x <= _Size/2 && y <= _Size/2)
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|| ( x > _Size/2 && y > _Size/2)) {
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fragColor = _Color;
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} else {
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fragColor = _Color*0.8;
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}
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return fragColor;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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