Mate-Engine/Assets/UMotionEditor/Shaders/UnlitDashedLine.shader
shinyflvre 091ae7be88 Public Release X3.0b
# MateEngine X3.0

## Windows and Taskbar Sitting Rewrite

* Avatars sit more naturally on windows and the taskbar. Legs render in front while hair renders behind for a seamless look.
* Transitions between dragging and sitting are smoother.
* Alignment with windows and the taskbar improved. If a model looks off adjust **Y Offset** in settings. Some models may need minor manual tweaks due to different bone rigs.
* You can give headpats while the avatar sits. The avatar closes its eyes and shows sparkling particles. More headpat animations will be added later.
* The avatar no longer jumps off the taskbar when the Windows Start Menu or Search opens.
* You must hold the avatar for at least one second before it will sit to prevent accidental sits during fast moves.

## Feed System (Alpha)

* Avatars can drink. Press the middle mouse button to open the Food Radial menu. Spawn smoothies and bring them to the avatar to feed. This is an early access feature.
* When Spawning a Smoothie it will always spawn a Random smoothie! Keep in mind this feature is new and not perfect but i think it is a nice to have!

## Drag Smoothing

* Dragging the avatar feels smoother and more stable.
* A light smoothing effect was added to make dragging natural without noticeable delay.

## Taskbar Sitting Changes

* The circle menu is disabled while the avatar sits on the taskbar, showing only **Jump Off**.
* This prevents visual overlap from other UI while sitting.
* Moving the menu up while sitting increases cost, so it remains off for taskbar sitting but works normally on window sitting.

## Animation Changes

* Minor rotation adjustments to dragging animations.
* Improved transition timing for intimate animation for smoother flow.

## Minecraft Integration

MateEngine reacts to Minecraft events in real time. The avatar comments on gameplay, warns about danger, and celebrates victories.

### How it works

* Install the **MateSignal Forge mod** in Minecraft and run **MateEngine** on the same device or local network.
* MateSignal forwards in-game events to MateEngine so the avatar can display messages or play animations.
* Intended for singleplayer and private multiplayer use. Avoid competitive or official servers where live alerts could be an unfair advantage.

### Examples of reactions

* Day start: cheerful wake-up
* Night start: reminder to stay safe
* Nearby mobs: instant warnings for creepers, zombies, etc.
* Low health or hunger: worried or encouraging lines
* Crafting: excited comments
* Weather: reactions when rain starts
* Death: sad or comforting messages
* Biome discovery: happy or curious reactions
* Eating: cheering during meals
* Killing mobs: victory reactions

### Requirements

* Minecraft 1.21.10
* Forge Mod Loader
* MateSignal installed and integration enabled in MateEngine

## Dance Player Update

* Added **Lock Mode (Experimental)**. Enables camera tracking for dances that move the avatar far left or right so the window follows their motion.

## Hand Tracking Changes

* Hand tracking is more accurate to the mouse position.
* Reduced activation zone to prevent unwanted tracking on smaller avatars.

## Buy Option

* Added a buy button to the Minecraft Integration and Steam DLC categories. These buttons appear when running the free GitHub build.

## Bug Fixes

* Avatars no longer attach to windows or the taskbar while custom dances are active.
* Fixed avatar disappearing after sitting on minimized windows.
* Fixed incorrect positioning when a window closes.
* Fixed teleport when a window is maximized.

## Internal Changes

* Removed unused code to reduce missing script warnings.
* General cleanup and small performance adjustments.
2025-11-01 10:12:19 +01:00

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Text

Shader "UMotion Editor/Unlit Dashed Line"
{
Properties
{
_Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
_Thickness("Line Thikness", Range(0, 4)) = 0.9
_DashFrequency("Dash Frequency", Range(0, 150)) = 100
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
fixed4 _Color;
half _Thickness;
half _DashFrequency;
struct vInput
{
float4 vertex : POSITION;
half4 texcoord : TEXCOORD0;
};
struct vOutput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
vOutput vert(vInput i)
{
vOutput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.uv = i.texcoord.xy;
o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
return o;
}
fixed4 frag(vOutput i) : SV_Target
{
half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y);
half2 width = abs(ddx(mass)) + abs(ddy(mass));
half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy);
half alpha = max(smoothed.x, smoothed.y);
return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
}
ENDCG
} //Pass
} //SubShader
} //Shader