From d835ddb21e3d4f5329e0e5f07404ad721df553fa Mon Sep 17 00:00:00 2001 From: nakjun Date: Fri, 17 Jul 2026 18:09:45 +0900 Subject: [PATCH] =?UTF-8?q?=EC=9C=A0=EB=82=98=20=EB=93=9C=EB=9E=98?= =?UTF-8?q?=EA=B3=A4=ED=8F=BC=20=EC=B6=94=EA=B0=80=EC=A4=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/01_Scenes/_TestScenes/Test3.unity | 3 + Assets/01_Scenes/_TestScenes/Test3.unity.meta | 7 + Assets/02_Scripts/Controller/NPCController.cs | 34 ++ .../Yuna_DragonForm/Animations.meta | 8 + .../Yuna_DragonForm/Animations/Down.anim | 3 + .../Yuna_DragonForm/Animations/Down.anim.meta | 8 + .../Yuna_DragonForm/Animations/Roar.anim | 3 + .../Yuna_DragonForm/Animations/Roar.anim.meta | 8 + .../Yuna_DragonFormAnimController.controller | 337 +++++++++++ ...a_DragonFormAnimController.controller.meta | 8 + .../Yuna_DragonForm/Animations/attack_1.anim | 3 + .../Animations/attack_1.anim.meta | 8 + .../Yuna_DragonForm/Animations/attack_2.anim | 3 + 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Beams/Readme.txt b/Assets/Eric VFX Studio/Game VFX - Stylized Beams/Readme.txt new file mode 100644 index 00000000..699d9b8c --- /dev/null +++ b/Assets/Eric VFX Studio/Game VFX - Stylized Beams/Readme.txt @@ -0,0 +1,32 @@ +My email is "wangray0110@gmail.com" +You can contact me for any questions. +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ + +Pack includes 29 VFX prefabs +Beam VFX using Unity particle system, including a total of 18 different beam effects and 11 hit effects +you can freely increase the size, reduce the size and rotate + + +Texture dimensions: 1024*1024 +Types of texture maps:PNG,TGA + + +Unity Version:2022.3.45f1 +Render Mode:Built-In & URP + +This package provides both URP and Built-in versions of the shaders. + + +Built-in Shaders: Theoretically compatible with all three render modes (Built-in, URP, and HDRP). + +However, 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Studio/Resource/Shader/AdditiveFlow.shader b/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader new file mode 100644 index 00000000..88d13473 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader @@ -0,0 +1,166 @@ +Shader "Eric/URP_AdditiveFlow" +{ + Properties + { + [MainTexture] _MainTex("Main Texture", 2D) = "white" {} + [HDR] _TintColor("Tint Color", Color) = (1, 1, 1, 1) + _FlowSpeed("MainTex Flow Speed", Vector) = (0, 0, 0, 0) + _Brightness("Brightness Boost", Float) = 1.0 + + [Header(Soft Particles)] + [Toggle(_SOFTPARTICLES_ON)] _SoftParticlesEnabled("Enable Soft Particles", Float) = 0 + _SoftParticlesFadeDistance("Fade Distance", Range(0.01, 10.0)) = 1.0 + + [Header(UV Distortion)] + _DistortionMap("Distortion Map", 2D) = "white" {} + _DistortionPower("Distortion Power", Range(0, 1)) = 0 + _DistortionSpeed("Distortion Speed", Vector) = (0, 0, 0, 0) + + [Header(Fresnel Rim Light)] + [Toggle(_FRESNEL_ON)] _UseFresnel("Enable Fresnel", Float) = 0 + [Enum(Normal Based, 0, UV Based, 1)] _FresnelType("Fresnel Type", Float) = 0 + [HDR] _FresnelColor("Fresnel Color", Color) = (1, 1, 0, 1) + _FresnelIntensity("Fresnel Intensity", Float) = 5.0 + _FresnelWidth("Fresnel Width", Range(0.1, 15.0)) = 5.0 + [Toggle(_FRESNEL_MASK_ON)] _FresnelMasksTexture("Use Fresnel as Texture Mask", Float) = 0 + + [Header(Dissolve)] + [Toggle(_USEPARTICLEALPHADISSOLVE_ON)] _UseAlphaDissolve("Use Alpha as Dissolve", Float) = 0 + _DissolveTex("Dissolve Texture", 2D) = "white" {} + _DissolveAmount("Dissolve Amount", Range(0, 1)) = 0.0 + _VertexAlphaRef("Alpha Ref", Range(0.01, 1.0)) = 1.0 + [HDR] _DissolveEdgeColor("Dissolve Edge Color", Color) = (1, 0, 0, 1) + _DissolveEdgeWidth("Dissolve Edge Width", Range(0, 0.2)) = 0.05 + + [Header(Overlay)] + _OverlayTex("Overlay Texture", 2D) = "white" {} + [HDR] _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) + _OverlayFlowSpeed("Overlay Flow Speed", Vector) = (0, 0, 0, 0) + + [Header(Vertex Distort)] + [Toggle(_VERTEX_DISTORT_ON)] _UseVertexDistort("Enable Vertex Distort", Float) = 0 + _DistortStrength("Vertex Strength", Range(0, 0.5)) = 0.0 + _DistortSpeed("Vertex Speed", Float) = 1.0 + _DistortFrequency("Vertex Frequency", Float) = 2.0 + } + + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" "PreviewType"="Plane" } + Cull Off ZWrite Off Blend One One + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature _SOFTPARTICLES_ON + #pragma shader_feature _FRESNEL_ON + #pragma shader_feature _FRESNEL_MASK_ON + #pragma shader_feature _USEPARTICLEALPHADISSOLVE_ON + #pragma shader_feature _VERTEX_DISTORT_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; float4 color : COLOR; }; + struct Varyings { float4 positionCS : SV_POSITION; float4 screenPos : TEXCOORD1; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; float4 color : COLOR; }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST, _DissolveTex_ST, _DistortionMap_ST, _OverlayTex_ST; + half4 _TintColor, _FlowSpeed, _DistortionSpeed, _FresnelColor, _DissolveEdgeColor, _OverlayColor, _OverlayFlowSpeed; + half _Brightness, _FresnelWidth, _FresnelIntensity, _DistortStrength, _DistortSpeed, _DistortFrequency, _DistortionPower, _DissolveAmount, _VertexAlphaRef, _DissolveEdgeWidth, _FresnelType, _SoftParticlesFadeDistance; + CBUFFER_END + + TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); + TEXTURE2D(_DissolveTex); SAMPLER(sampler_DissolveTex); + TEXTURE2D(_DistortionMap); SAMPLER(sampler_DistortionMap); + TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); + + Varyings vert(Attributes input) { + Varyings output; + float3 wPos = TransformObjectToWorld(input.positionOS.xyz); + #ifdef _VERTEX_DISTORT_ON + input.positionOS.xyz += input.normalOS * sin(_Time.y * (float)_DistortSpeed + (wPos.x + wPos.y + wPos.z) * (float)_DistortFrequency) * (float)_DistortStrength; + #endif + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + output.screenPos = ComputeScreenPos(output.positionCS); + output.uv = input.uv; + output.color = input.color; + output.normalWS = TransformObjectToWorldNormal(input.normalOS); + output.viewDirWS = GetWorldSpaceViewDir(wPos); + return output; + } + + half4 frag(Varyings input) : SV_Target { + // --- 自動偵測相機模式的 Soft Particles 計算 --- + float softFade = 1.0; + #ifdef _SOFTPARTICLES_ON + float2 screenUV = input.screenPos.xy / max(0.0001, input.screenPos.w); + float rawDepth = SampleSceneDepth(screenUV); + + float sceneZ, partZ; + if (IsPerspectiveProjection()) { + // 透視相機邏輯 + sceneZ = LinearEyeDepth(rawDepth, _ZBufferParams); + partZ = input.screenPos.w; + } else { + // 正交相機邏輯:還原線性深度 + #if UNITY_REVERSED_Z + sceneZ = _ProjectionParams.y + (1.0 - rawDepth) * (_ProjectionParams.z - _ProjectionParams.y); + #else + sceneZ = _ProjectionParams.y + rawDepth * (_ProjectionParams.z - _ProjectionParams.y); + #endif + // 在正交模式下,ClipSpace 的 W 永遠是 1,需使用 Z 取代 + partZ = input.positionCS.z / input.positionCS.w; + // 將 0-1 的 Z 轉回線性距離 + #if UNITY_REVERSED_Z + partZ = _ProjectionParams.y + (1.0 - partZ) * (_ProjectionParams.z - _ProjectionParams.y); + #else + partZ = _ProjectionParams.y + partZ * (_ProjectionParams.z - _ProjectionParams.y); + #endif + } + + softFade = saturate((sceneZ - partZ) / max(0.01, _SoftParticlesFadeDistance)); + #endif + + // UV 扭曲 + half2 uvOff = (SAMPLE_TEXTURE2D(_DistortionMap, sampler_DistortionMap, input.uv * _DistortionMap_ST.xy + _DistortionMap_ST.zw + _DistortionSpeed.xy * _Time.y).rg * 2.0h - 1.0h) * _DistortionPower; + + // 貼圖與 Overlay + half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv * _MainTex_ST.xy + _MainTex_ST.zw + _FlowSpeed.xy * _Time.y + (float2)uvOff); + half4 over = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, input.uv * _OverlayTex_ST.xy + _OverlayTex_ST.zw + _OverlayFlowSpeed.xy * _Time.y + (float2)uvOff) * _OverlayColor; + + // 溶解與頂點 Alpha 連動 + half dAmt = _DissolveAmount; + #ifdef _USEPARTICLEALPHADISSOLVE_ON + dAmt = saturate(_DissolveAmount + (1.0h - saturate(input.color.a / max(0.001h, _VertexAlphaRef)))); + #endif + + half dVal = SAMPLE_TEXTURE2D(_DissolveTex, sampler_DissolveTex, input.uv * _DissolveTex_ST.xy + _DissolveTex_ST.zw).r; + half bAC = step(0.001h, tex.a); + half dMask = step(dAmt, dVal) * bAC; + half eMask = saturate(step(dAmt - _DissolveEdgeWidth, dVal) - step(dAmt, dVal)) * bAC * saturate(dAmt * 100.0h); + + // 顏色與 Fresnel + half3 rgb = tex.rgb * _TintColor.rgb * input.color.rgb * over.rgb * _Brightness; + half alpha = tex.a * _TintColor.a * input.color.a * over.a * softFade; + + #ifdef _FRESNEL_ON + half fPower = max(0.1h, 15.1h - _FresnelWidth); + half fNormal = pow(1.0h - saturate(abs(dot(normalize(input.normalWS), normalize(input.viewDirWS)))), fPower); + half2 uvD = min(input.uv, 1.0h - input.uv); + half fEff = lerp(fNormal, pow(saturate(1.0h - min(uvD.x, uvD.y) * 2.0h), fPower), step(0.5h, _FresnelType)); + #ifdef _FRESNEL_MASK_ON + rgb *= fEff; alpha *= fEff; + #endif + rgb += _FresnelColor.rgb * fEff * _FresnelIntensity; + #endif + + half3 finalRGB = (rgb * dMask + _DissolveEdgeColor.rgb * eMask) * alpha; + return half4(finalRGB, 1.0h); + } + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader.meta b/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader.meta new file mode 100644 index 00000000..000677d6 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ce47b9045a7a3214ca1379e605f54d9f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 362904 + packageName: Game VFX - Stylized Beams + packageVersion: 1.0 + assetPath: Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader + uploadId: 866028 diff --git a/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader b/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader new file mode 100644 index 00000000..e520de37 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader @@ -0,0 +1,155 @@ +Shader "Eric/URP_AlphaBlendFlow" +{ + Properties + { + [MainTexture] _MainTex("Main Texture", 2D) = "white" {} + [HDR] _TintColor("Tint Color", Color) = (1, 1, 1, 1) + _FlowSpeed("MainTex Flow Speed", Vector) = (0, 0, 0, 0) + _Brightness("Brightness Boost", Float) = 1.0 + + [Header(Soft Particles)] + [Toggle(_SOFTPARTICLES_ON)] _SoftParticlesEnabled("Enable Soft Particles", Float) = 0 + _SoftParticlesFadeDistance("Fade Distance", Range(0.01, 10.0)) = 1.0 + + [Header(UV Distortion)] + _DistortionMap("Distortion Map", 2D) = "white" {} + _DistortionPower("Distortion Power", Range(0, 1)) = 0 + _DistortionSpeed("Distortion Speed", Vector) = (0, 0, 0, 0) + + [Header(Fresnel Rim Light)] + [Toggle(_FRESNEL_ON)] _UseFresnel("Enable Fresnel", Float) = 0 + [Enum(Normal Based, 0, UV Based, 1)] _FresnelType("Fresnel Type", Float) = 0 + [HDR] _FresnelColor("Fresnel Color", Color) = (1, 1, 0, 1) + _FresnelIntensity("Fresnel Intensity", Float) = 5.0 + _FresnelWidth("Fresnel Width", Range(0.1, 15.0)) = 5.0 + [Toggle(_FRESNEL_MASK_ON)] _FresnelMasksTexture("Use Fresnel as Texture Mask", Float) = 0 + + [Header(Dissolve)] + [Toggle(_USEPARTICLEALPHADISSOLVE_ON)] _UseAlphaDissolve("Use Alpha as Dissolve", Float) = 0 + _DissolveTex("Dissolve Texture", 2D) = "white" {} + _DissolveAmount("Dissolve Amount", Range(0, 1)) = 0.0 + _VertexAlphaRef("Alpha Ref", Range(0.01, 1.0)) = 1.0 + [HDR] _DissolveEdgeColor("Dissolve Edge Color", Color) = (1, 0, 0, 1) + _DissolveEdgeWidth("Dissolve Edge Width", Range(0, 0.2)) = 0.05 + + [Header(Overlay)] + _OverlayTex("Overlay Texture", 2D) = "white" {} + [HDR] _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) + _OverlayFlowSpeed("Overlay Flow Speed", Vector) = (0, 0, 0, 0) + + [Header(Vertex Distort)] + [Toggle(_VERTEX_DISTORT_ON)] _UseVertexDistort("Enable Vertex Distort", Float) = 0 + _DistortStrength("Vertex Strength", Range(0, 0.5)) = 0.0 + _DistortSpeed("Vertex Speed", Float) = 1.0 + _DistortFrequency("Vertex Frequency", Float) = 2.0 + } + + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" "PreviewType"="Plane" } + + HLSLINCLUDE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; float4 color : COLOR; }; + struct Varyings { float4 positionCS : SV_POSITION; float4 screenPos : TEXCOORD1; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; float4 color : COLOR; }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST, _DissolveTex_ST, _DistortionMap_ST, _OverlayTex_ST; + half4 _TintColor, _FlowSpeed, _DistortionSpeed, _FresnelColor, _DissolveEdgeColor, _OverlayColor, _OverlayFlowSpeed; + half _Brightness, _FresnelWidth, _FresnelIntensity, _DistortStrength, _DistortSpeed, _DistortFrequency, _DistortionPower, _DissolveAmount, _VertexAlphaRef, _DissolveEdgeWidth, _FresnelType, _SoftParticlesFadeDistance; + CBUFFER_END + + TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); + TEXTURE2D(_DissolveTex); SAMPLER(sampler_DissolveTex); + TEXTURE2D(_DistortionMap); SAMPLER(sampler_DistortionMap); + TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); + + Varyings vert(Attributes input) { + Varyings output; + float3 wPos = TransformObjectToWorld(input.positionOS.xyz); + #ifdef _VERTEX_DISTORT_ON + input.positionOS.xyz += input.normalOS * sin(_Time.y * (float)_DistortSpeed + (wPos.x + wPos.y + wPos.z) * (float)_DistortFrequency) * (float)_DistortStrength; + #endif + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + output.screenPos = ComputeScreenPos(output.positionCS); + output.uv = input.uv; output.color = input.color; + output.normalWS = TransformObjectToWorldNormal(input.normalOS); + output.viewDirWS = GetWorldSpaceViewDir(wPos); + return output; + } + + half4 frag(Varyings input) : SV_Target { + float softFade = 1.0; + #ifdef _SOFTPARTICLES_ON + float2 screenUV = input.screenPos.xy / max(0.0001, input.screenPos.w); + float rawDepth = SampleSceneDepth(screenUV); + float sceneZ, partZ; + if (IsPerspectiveProjection()) { + sceneZ = LinearEyeDepth(rawDepth, _ZBufferParams); + partZ = input.screenPos.w; + } else { + #if UNITY_REVERSED_Z + sceneZ = _ProjectionParams.y + (1.0 - rawDepth) * (_ProjectionParams.z - _ProjectionParams.y); + #else + sceneZ = _ProjectionParams.y + rawDepth * (_ProjectionParams.z - _ProjectionParams.y); + #endif + partZ = input.positionCS.z / input.positionCS.w; + #if UNITY_REVERSED_Z + partZ = _ProjectionParams.y + (1.0 - partZ) * (_ProjectionParams.z - _ProjectionParams.y); + #else + partZ = _ProjectionParams.y + partZ * (_ProjectionParams.z - _ProjectionParams.y); + #endif + } + softFade = saturate((sceneZ - partZ) / max(0.01, _SoftParticlesFadeDistance)); + #endif + + half2 uvOff = (SAMPLE_TEXTURE2D(_DistortionMap, sampler_DistortionMap, input.uv * _DistortionMap_ST.xy + _DistortionMap_ST.zw + _DistortionSpeed.xy * _Time.y).rg * 2.0h - 1.0h) * _DistortionPower; + half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv * _MainTex_ST.xy + _MainTex_ST.zw + _FlowSpeed.xy * _Time.y + (float2)uvOff); + half4 over = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, input.uv * _OverlayTex_ST.xy + _OverlayTex_ST.zw + _OverlayFlowSpeed.xy * _Time.y + (float2)uvOff) * _OverlayColor; + + half dAmt = _DissolveAmount; + #ifdef _USEPARTICLEALPHADISSOLVE_ON + dAmt = saturate(_DissolveAmount + (1.0h - saturate(input.color.a / max(0.001h, _VertexAlphaRef)))); + #endif + half dVal = SAMPLE_TEXTURE2D(_DissolveTex, sampler_DissolveTex, input.uv * _DissolveTex_ST.xy + _DissolveTex_ST.zw).r; + half dMask = step(dAmt, dVal) * tex.a; + half eMask = saturate(step(dAmt - _DissolveEdgeWidth, dVal) - step(dAmt, dVal)) * tex.a * saturate(dAmt * 100.0h); + + half3 fresnelRGB = 0; half fAlphaMul = 1.0h; + #ifdef _FRESNEL_ON + half fPower = max(0.1h, 15.1h - _FresnelWidth); + half fNormal = pow(1.0h - saturate(abs(dot(normalize(input.normalWS), normalize(input.viewDirWS)))), fPower); + half2 uvD = min(input.uv, 1.0h - input.uv); + half fEff = lerp(fNormal, pow(saturate(1.0h - min(uvD.x, uvD.y) * 2.0h), fPower), step(0.5h, _FresnelType)); + #ifdef _FRESNEL_MASK_ON + fAlphaMul = fEff; + #endif + fresnelRGB = _FresnelColor.rgb * fEff * _FresnelIntensity; + #endif + + half3 baseRGB = tex.rgb * _TintColor.rgb * input.color.rgb * over.rgb * _Brightness * fAlphaMul; + half alpha = tex.a * _TintColor.a * over.a * fAlphaMul * softFade; + half3 finalRGB = ((baseRGB + fresnelRGB) * dMask) + (_DissolveEdgeColor.rgb * eMask); + half finalAlpha = saturate((alpha * dMask) + eMask); + #ifndef _USEPARTICLEALPHADISSOLVE_ON + finalAlpha *= input.color.a; + #endif + return half4(finalRGB, finalAlpha); + } + ENDHLSL + + Pass { Name "Back" Cull Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature _SOFTPARTICLES_ON + #pragma shader_feature _FRESNEL_ON + #pragma shader_feature _FRESNEL_MASK_ON + #pragma shader_feature _USEPARTICLEALPHADISSOLVE_ON + #pragma shader_feature _VERTEX_DISTORT_ON + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader.meta b/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader.meta new file mode 100644 index 00000000..dfe3c526 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 00f3c70d32d97ee47ac72d2ffef81b21 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 362904 + packageName: Game VFX - Stylized Beams + packageVersion: 1.0 + assetPath: Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader + uploadId: 866028 diff --git a/Assets/Eric VFX Studio/Resource/Shader/Builtin_AdditiveFlow.shader b/Assets/Eric VFX Studio/Resource/Shader/Builtin_AdditiveFlow.shader new file mode 100644 index 00000000..96a1bb32 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/Builtin_AdditiveFlow.shader @@ -0,0 +1,128 @@ +Shader "Eric/BuiltIn_AdditiveFlow" +{ + Properties + { + [MainTexture] _MainTex("Main Texture", 2D) = "white" {} + [HDR] _TintColor("Tint Color", Color) = (1, 1, 1, 1) + _FlowSpeed("MainTex Flow Speed", Vector) = (0, 0, 0, 0) + _Brightness("Brightness Boost", Float) = 1.0 + + [Header(Soft Particles)] + [Toggle(_SOFTPARTICLES_ON)] _SoftParticlesEnabled("Enable Soft Particles", Float) = 0 + _SoftParticlesFadeDistance("Fade Distance", Range(0.01, 10.0)) = 1.0 + + [Header(UV Distortion)] + _DistortionMap("Distortion Map", 2D) = "white" {} + _DistortionPower("Distortion Power", Range(0, 1)) = 0 + _DistortionSpeed("Distortion Speed", Vector) = (0, 0, 0, 0) + + [Header(Fresnel Rim Light)] + [Toggle(_FRESNEL_ON)] _UseFresnel("Enable Fresnel", Float) = 0 + [Enum(Normal Based, 0, UV Based, 1)] _FresnelType("Fresnel Type", Float) = 0 + [HDR] _FresnelColor("Fresnel Color", Color) = (1, 1, 0, 1) + _FresnelIntensity("Fresnel Intensity", Float) = 5.0 + _FresnelWidth("Fresnel Width", Range(0.1, 15.0)) = 5.0 + [Toggle(_FRESNEL_MASK_ON)] _FresnelMasksTexture("Use Fresnel as Texture Mask", Float) = 0 + + [Header(Dissolve)] + [Toggle(_USEPARTICLEALPHADISSOLVE_ON)] _UseAlphaDissolve("Use Alpha as Dissolve", Float) = 0 + _DissolveTex("Dissolve Texture", 2D) = "white" {} + _DissolveAmount("Dissolve Amount", Range(0, 1)) = 0.0 + _VertexAlphaRef("Alpha Ref", Range(0.01, 1.0)) = 1.0 + [HDR] _DissolveEdgeColor("Dissolve Edge Color", Color) = (1, 0, 0, 1) + _DissolveEdgeWidth("Dissolve Edge Width", Range(0, 0.2)) = 0.05 + + [Header(Overlay)] + _OverlayTex("Overlay Texture", 2D) = "white" {} + [HDR] _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) + _OverlayFlowSpeed("Overlay Flow Speed", Vector) = (0, 0, 0, 0) + } + + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "PreviewType" = "Plane" } + Pass + { + Cull Off ZWrite Off Blend One One + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_particles + #pragma shader_feature _SOFTPARTICLES_ON + #pragma shader_feature _FRESNEL_ON + #pragma shader_feature _FRESNEL_MASK_ON + #pragma shader_feature _USEPARTICLEALPHADISSOLVE_ON + + #include "UnityCG.cginc" + + struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float4 color : COLOR; }; + struct v2f { float4 pos : SV_POSITION; float4 projPos : TEXCOORD1; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; float4 color : COLOR; }; + + sampler2D _MainTex, _DissolveTex, _DistortionMap, _OverlayTex, _CameraDepthTexture; + float4 _MainTex_ST, _DissolveTex_ST, _DistortionMap_ST, _OverlayTex_ST; + half4 _TintColor, _FlowSpeed, _DistortionSpeed, _FresnelColor, _DissolveEdgeColor, _OverlayColor, _OverlayFlowSpeed; + half _Brightness, _FresnelWidth, _FresnelIntensity, _DistortionPower, _DissolveAmount, _VertexAlphaRef, _DissolveEdgeWidth, _FresnelType, _SoftParticlesFadeDistance; + + v2f vert(appdata v) { + v2f o; + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + o.pos = UnityObjectToClipPos(v.vertex); + o.projPos = ComputeScreenPos(o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + o.uv = v.uv; + o.color = v.color; + o.normalWS = UnityObjectToWorldNormal(v.normal); + o.viewDirWS = _WorldSpaceCameraPos.xyz - worldPos; + return o; + } + + half4 frag(v2f i) : SV_Target { + float softFade = 1.0; + #ifdef _SOFTPARTICLES_ON + float rawDepth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)); + float sceneZ, partZ; + if (unity_OrthoParams.w == 0) { + sceneZ = LinearEyeDepth(rawDepth); + partZ = i.projPos.z; + } else { + #if UNITY_REVERSED_Z + sceneZ = _ProjectionParams.y + (1.0 - rawDepth) * (_ProjectionParams.z - _ProjectionParams.y); + #else + sceneZ = _ProjectionParams.y + rawDepth * (_ProjectionParams.z - _ProjectionParams.y); + #endif + partZ = i.projPos.z; + } + softFade = saturate((sceneZ - partZ) / max(0.01, _SoftParticlesFadeDistance)); + #endif + + half2 uvOff = (tex2D(_DistortionMap, i.uv * _DistortionMap_ST.xy + _DistortionMap_ST.zw + _DistortionSpeed.xy * _Time.y).rg * 2.0 - 1.0) * _DistortionPower; + half4 tex = tex2D(_MainTex, i.uv * _MainTex_ST.xy + _MainTex_ST.zw + _FlowSpeed.xy * _Time.y + uvOff); + half4 over = tex2D(_OverlayTex, i.uv * _OverlayTex_ST.xy + _OverlayTex_ST.zw + _OverlayFlowSpeed.xy * _Time.y + uvOff) * _OverlayColor; + + half dAmt = _DissolveAmount; + #ifdef _USEPARTICLEALPHADISSOLVE_ON + dAmt = saturate(_DissolveAmount + (1.0 - saturate(i.color.a / max(0.001, _VertexAlphaRef)))); + #endif + half dVal = tex2D(_DissolveTex, i.uv * _DissolveTex_ST.xy + _DissolveTex_ST.zw).r; + half dMask = step(dAmt, dVal) * tex.a; + half eMask = saturate(step(dAmt - _DissolveEdgeWidth, dVal) - step(dAmt, dVal)) * tex.a * saturate(dAmt * 100.0); + + half3 rgb = tex.rgb * _TintColor.rgb * i.color.rgb * over.rgb * _Brightness; + half alpha = tex.a * _TintColor.a * i.color.a * over.a * softFade; + + #ifdef _FRESNEL_ON + half fPower = max(0.1, 15.1 - _FresnelWidth); + half fEff = pow(1.0 - saturate(abs(dot(normalize(i.normalWS), normalize(i.viewDirWS)))), fPower); + #ifdef _FRESNEL_MASK_ON + rgb *= fEff; alpha *= fEff; + #endif + rgb += _FresnelColor.rgb * fEff * _FresnelIntensity; + #endif + + half3 finalRGB = (rgb * dMask + _DissolveEdgeColor.rgb * eMask) * alpha; + return half4(finalRGB, 1.0); + } + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/Eric VFX Studio/Resource/Shader/Builtin_AdditiveFlow.shader.meta b/Assets/Eric VFX Studio/Resource/Shader/Builtin_AdditiveFlow.shader.meta new file mode 100644 index 00000000..70e0795a --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/Builtin_AdditiveFlow.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: f1e4534023a1f754ba79ebde921cb184 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 362904 + packageName: Game VFX - Stylized Beams + packageVersion: 1.0 + assetPath: Assets/Eric VFX Studio/Resource/Shader/Builtin_AdditiveFlow.shader + uploadId: 866028 diff --git a/Assets/Eric VFX Studio/Resource/Shader/Builtin_AlphaBlendFlow.shader b/Assets/Eric VFX Studio/Resource/Shader/Builtin_AlphaBlendFlow.shader new file mode 100644 index 00000000..4800b8eb --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/Builtin_AlphaBlendFlow.shader @@ -0,0 +1,167 @@ +Shader "Eric/BuiltIn_AlphaBlendFlow" +{ + Properties + { + [MainTexture] _MainTex("Main Texture", 2D) = "white" {} + [HDR] _TintColor("Tint Color", Color) = (1, 1, 1, 1) + _FlowSpeed("MainTex Flow Speed", Vector) = (0, 0, 0, 0) + _Brightness("Brightness Boost", Float) = 1.0 + + [Header(Soft Particles)] + [Toggle(_SOFTPARTICLES_ON)] _SoftParticlesEnabled("Enable Soft Particles", Float) = 0 + _SoftParticlesFadeDistance("Fade Distance", Range(0.01, 10.0)) = 1.0 + + [Header(UV Distortion)] + _DistortionMap("Distortion Map", 2D) = "white" {} + _DistortionPower("Distortion Power", Range(0, 1)) = 0 + _DistortionSpeed("Distortion Speed", Vector) = (0, 0, 0, 0) + + [Header(Fresnel Rim Light)] + [Toggle(_FRESNEL_ON)] _UseFresnel("Enable Fresnel", Float) = 0 + [Enum(Normal Based, 0, UV Based, 1)] _FresnelType("Fresnel Type", Float) = 0 + [HDR] _FresnelColor("Fresnel Color", Color) = (1, 1, 0, 1) + _FresnelIntensity("Fresnel Intensity", Float) = 5.0 + _FresnelWidth("Fresnel Width", Range(0.1, 15.0)) = 5.0 + [Toggle(_FRESNEL_MASK_ON)] _FresnelMasksTexture("Use Fresnel as Texture Mask", Float) = 0 + + [Header(Dissolve)] + [Toggle(_USEPARTICLEALPHADISSOLVE_ON)] _UseAlphaDissolve("Use Alpha as Dissolve", Float) = 0 + _DissolveTex("Dissolve Texture", 2D) = "white" {} + _DissolveAmount("Dissolve Amount", Range(0, 1)) = 0.0 + _VertexAlphaRef("Alpha Ref", Range(0.01, 1.0)) = 1.0 + [HDR] _DissolveEdgeColor("Dissolve Edge Color", Color) = (1, 0, 0, 1) + _DissolveEdgeWidth("Dissolve Edge Width", Range(0, 0.2)) = 0.05 + + [Header(Overlay)] + _OverlayTex("Overlay Texture", 2D) = "white" {} + [HDR] _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) + _OverlayFlowSpeed("Overlay Flow Speed", Vector) = (0, 0, 0, 0) + + [Header(Vertex Distort)] + [Toggle(_VERTEX_DISTORT_ON)] _UseVertexDistort("Enable Vertex Distort", Float) = 0 + _DistortStrength("Vertex Strength", Range(0, 0.5)) = 0.0 + _DistortSpeed("Vertex Speed", Float) = 1.0 + _DistortFrequency("Vertex Frequency", Float) = 2.0 + } + + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "PreviewType" = "Plane" } + + Pass + { + Cull Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_particles + #pragma shader_feature _SOFTPARTICLES_ON + #pragma shader_feature _FRESNEL_ON + #pragma shader_feature _FRESNEL_MASK_ON + #pragma shader_feature _USEPARTICLEALPHADISSOLVE_ON + #pragma shader_feature _VERTEX_DISTORT_ON + + #include "UnityCG.cginc" + + struct appdata { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + float4 color : COLOR; + }; + + struct v2f { + float4 pos : SV_POSITION; + float4 projPos : TEXCOORD1; + float2 uv : TEXCOORD0; + float3 normalWS : TEXCOORD3; + float3 viewDirWS : TEXCOORD4; + float4 color : COLOR; + }; + + sampler2D _MainTex, _DissolveTex, _DistortionMap, _OverlayTex, _CameraDepthTexture; + float4 _MainTex_ST, _DissolveTex_ST, _DistortionMap_ST, _OverlayTex_ST; + half4 _TintColor, _FlowSpeed, _DistortionSpeed, _FresnelColor, _DissolveEdgeColor, _OverlayColor, _OverlayFlowSpeed; + half _Brightness, _FresnelWidth, _FresnelIntensity, _DistortStrength, _DistortSpeed, _DistortFrequency, _DistortionPower, _DissolveAmount, _VertexAlphaRef, _DissolveEdgeWidth, _FresnelType, _SoftParticlesFadeDistance; + + v2f vert(appdata v) { + v2f o; + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + + #ifdef _VERTEX_DISTORT_ON + v.vertex.xyz += v.normal * sin(_Time.y * _DistortSpeed + (worldPos.x + worldPos.y + worldPos.z) * _DistortFrequency) * _DistortStrength; + worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + #endif + + o.pos = UnityObjectToClipPos(v.vertex); + o.projPos = ComputeScreenPos(o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + + o.uv = v.uv; + o.color = v.color; + o.normalWS = UnityObjectToWorldNormal(v.normal); + o.viewDirWS = _WorldSpaceCameraPos.xyz - worldPos; // 修正視線向量計算 + return o; + } + + half4 frag(v2f i) : SV_Target { + // Soft Particles (雙模式相容) + float softFade = 1.0; + #ifdef _SOFTPARTICLES_ON + float rawDepth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)); + float sceneZ, partZ; + if (unity_OrthoParams.w == 0) { + sceneZ = LinearEyeDepth(rawDepth); + partZ = i.projPos.z; + } else { + #if UNITY_REVERSED_Z + sceneZ = _ProjectionParams.y + (1.0 - rawDepth) * (_ProjectionParams.z - _ProjectionParams.y); + #else + sceneZ = _ProjectionParams.y + rawDepth * (_ProjectionParams.z - _ProjectionParams.y); + #endif + partZ = i.projPos.z; + } + softFade = saturate((sceneZ - partZ) / max(0.01, _SoftParticlesFadeDistance)); + #endif + + half2 uvOff = (tex2D(_DistortionMap, i.uv * _DistortionMap_ST.xy + _DistortionMap_ST.zw + _DistortionSpeed.xy * _Time.y).rg * 2.0 - 1.0) * _DistortionPower; + half4 tex = tex2D(_MainTex, i.uv * _MainTex_ST.xy + _MainTex_ST.zw + _FlowSpeed.xy * _Time.y + uvOff); + half4 over = tex2D(_OverlayTex, i.uv * _OverlayTex_ST.xy + _OverlayTex_ST.zw + _OverlayFlowSpeed.xy * _Time.y + uvOff) * _OverlayColor; + + half dAmt = _DissolveAmount; + #ifdef _USEPARTICLEALPHADISSOLVE_ON + dAmt = saturate(_DissolveAmount + (1.0 - saturate(i.color.a / max(0.001, _VertexAlphaRef)))); + #endif + half dVal = tex2D(_DissolveTex, i.uv * _DissolveTex_ST.xy + _DissolveTex_ST.zw).r; + half dMask = step(dAmt, dVal) * tex.a; + half eMask = saturate(step(dAmt - _DissolveEdgeWidth, dVal) - step(dAmt, dVal)) * tex.a * saturate(dAmt * 100.0); + + // Fresnel (修正版) + half3 fresnelRGB = 0; half fAlphaMul = 1.0; + #ifdef _FRESNEL_ON + half fPower = max(0.1, 15.1 - _FresnelWidth); + half fNormal = pow(1.0 - saturate(abs(dot(normalize(i.normalWS), normalize(i.viewDirWS)))), fPower); + half2 uvD = min(i.uv, 1.0 - i.uv); + half fEff = lerp(fNormal, pow(saturate(1.0 - min(uvD.x, uvD.y) * 2.0), fPower), step(0.5, _FresnelType)); + #ifdef _FRESNEL_MASK_ON + fAlphaMul = fEff; + #endif + fresnelRGB = _FresnelColor.rgb * fEff * _FresnelIntensity; + #endif + + half3 baseRGB = tex.rgb * _TintColor.rgb * i.color.rgb * over.rgb * _Brightness * fAlphaMul; + half alpha = tex.a * _TintColor.a * over.a * fAlphaMul * softFade; + half3 finalRGB = (baseRGB + fresnelRGB) * dMask + (_DissolveEdgeColor.rgb * eMask); + half finalAlpha = saturate(alpha * dMask + eMask); + + #ifndef _USEPARTICLEALPHADISSOLVE_ON + finalAlpha *= i.color.a; + #endif + + return half4(finalRGB, finalAlpha); + } + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/Eric VFX Studio/Resource/Shader/Builtin_AlphaBlendFlow.shader.meta b/Assets/Eric VFX 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a/Assets/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs b/Assets/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs new file mode 100644 index 00000000..288bb951 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs @@ -0,0 +1,67 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class ChangeSizeColor : MonoBehaviour { + + public Gradient color; + public Color m_changeColor; + //[HideInInspector] + public GameObject m_obj; + Renderer[] m_rnds; + float color_Value; + bool isChangeColor = false; + public Image m_ColorHandler; + public Text m_intensityfactor; + float intensity = 2.0f; + + private void Update() + { + m_changeColor = color.Evaluate(color_Value); + m_ColorHandler.color = m_changeColor; + + if(isChangeColor && m_obj != null) + { + m_rnds = m_obj.GetComponentsInChildren(true); + + foreach(Renderer rend in m_rnds) + { + for (int i = 0; i < rend.materials.Length; i++) + { + rend.materials[i].SetColor("_TintColor", m_changeColor* intensity); + rend.materials[i].SetColor("_Color", m_changeColor* intensity); + rend.materials[i].SetColor("_RimColor", m_changeColor* intensity); + } + } + } + } + + public void ChangeEffectColor(float value) + { + color_Value = value; + } + + public void CheckIsColorChange(bool value) + { + isChangeColor = value; + } + + public void CheckColorState() + { + if (isChangeColor) + isChangeColor = false; + else + isChangeColor = true; + } + + public void GetIntensityFactor() + { + float m_intensity = float.Parse(m_intensityfactor.text.ToString()); + if (m_intensity > 0) + intensity = m_intensity; + else + intensity = 0; + + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs.meta new file mode 100644 index 00000000..fb564e5b --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 7922d6fd03f084a4589b0e0bdfd866eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/DelayActive.cs b/Assets/SpecialSkillsEffectsPack/Scripts/DelayActive.cs new file mode 100644 index 00000000..6eef3518 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/DelayActive.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DelayActive : MonoBehaviour +{ + public GameObject[] m_activeObj; + public float m_delayTime; + float m_time; + + private void Start() + { + m_time = Time.time; + } + + // Update is called once per frame + void Update() + { + if (Time.time > m_time + m_delayTime) + for(int i = 0; i< m_activeObj.Length; i++) + if(m_activeObj[i] != null) + m_activeObj[i].SetActive(true); + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/DelayActive.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/DelayActive.cs.meta new file mode 100644 index 00000000..a4be8d28 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/DelayActive.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 0abfeb6d7faeeef489e7b8fa31a364fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/DelayActive.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs b/Assets/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs new file mode 100644 index 00000000..daf89ad8 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DestroyObject : MonoBehaviour +{ + public float m_DestroytTime; + float m_Time; + + // Start is called before the first frame update + void Start() + { + m_Time = Time.time; + } + + // Update is called once per frame + void Update() + { + if (Time.time > m_Time + m_DestroytTime) + Destroy(gameObject); + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs.meta new file mode 100644 index 00000000..d5da66b4 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 61fe273677430814fb90e92f252f7adb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects.meta new file mode 100644 index 00000000..b331e4da --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 186bc9a00bb434e478f859feca26458d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs new file mode 100644 index 00000000..ab3ddb83 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LookAtTarget : MonoBehaviour +{ + public Transform Target; + + // Update is called once per frame + void Update() + { + transform.LookAt(Target); + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs.meta new file mode 100644 index 00000000..3d98ced8 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 428747b9c5a2b3f49b82899f59c5b89d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs new file mode 100644 index 00000000..756b5c36 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs @@ -0,0 +1,53 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MultipleObjectsMake : _ObjectsMakeBase +{ + public float m_startDelay; + public int m_makeCount; + public float m_makeDelay; + public Vector3 m_randomPos; + public Vector3 m_randomRot; + public Vector3 m_randomScale; + public bool isObjectAttachToParent = true; + + float m_Time; + float m_Time2; + float m_delayTime; + float m_count; + float m_scalefactor; + + + void Start() + { + m_Time = m_Time2 = Time.time; + m_scalefactor = VariousEffectsScene.m_gaph_scenesizefactor; //transform.parent.localScale.x; + } + + + void Update() + { + if (Time.time > m_Time + m_startDelay) + { + if (Time.time > m_Time2 + m_makeDelay && m_count < m_makeCount) + { + Vector3 m_pos = transform.position + GetRandomVector(m_randomPos)* m_scalefactor; + Quaternion m_rot = transform.rotation * Quaternion.Euler(GetRandomVector(m_randomRot)); + + + for (int i = 0; i < m_makeObjs.Length; i++) + { + GameObject m_obj = Instantiate(m_makeObjs[i], m_pos, m_rot); + Vector3 m_scale = (m_makeObjs[i].transform.localScale + GetRandomVector2(m_randomScale)); + if(isObjectAttachToParent) + m_obj.transform.parent = this.transform; + m_obj.transform.localScale = m_scale; + } + + m_Time2 = Time.time; + m_count++; + } + } + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs.meta new file mode 100644 index 00000000..022cbe61 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 7994742634f09eb4a88499d7e511671d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs new file mode 100644 index 00000000..63e849b5 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs @@ -0,0 +1,52 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ObjectMove : MonoBehaviour +{ + public float time; + float m_time; + float m_time2; + public float MoveSpeed = 10; + public bool AbleHit; + public float HitDelay; + public GameObject m_hitObject; + GameObject m_makedObject; + public float MaxLength; + public float DestroyTime2; + float m_scalefactor; + + private void Start() + { + m_scalefactor = VariousEffectsScene.m_gaph_scenesizefactor;//transform.parent.localScale.x; + m_time = Time.time; + m_time2 = Time.time; + } + + void LateUpdate() + { + if (Time.time > m_time + time) + Destroy(gameObject); + + transform.Translate(Vector3.forward * Time.deltaTime * MoveSpeed * m_scalefactor); + if(AbleHit) + { + RaycastHit hit; + if (Physics.Raycast(transform.position, transform.forward, out hit, MaxLength)) + { + if (Time.time > m_time2 + HitDelay) + { + m_time2 = Time.time; + HitObj(hit); + } + } + } + } + + void HitObj(RaycastHit hit) + { + m_makedObject = Instantiate(m_hitObject, hit.point, Quaternion.LookRotation(hit.normal)).gameObject; + Destroy(m_makedObject, DestroyTime2); + } + +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs.meta new file mode 100644 index 00000000..7e7fd064 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: aaa5cb770ff50fd45be824531ff122e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs new file mode 100644 index 00000000..55a4ebb3 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ObjectMoveDestroy : MonoBehaviour +{ + public GameObject m_gameObjectMain; + public GameObject m_gameObjectTail; + GameObject m_makedObject; + public Transform m_hitObject; + public float maxLength; + public bool isDestroy; + public float ObjectDestroyTime; + public float TailDestroyTime; + public float HitObjectDestroyTime; + public float maxTime = 1; + public float MoveSpeed = 10; + public bool isCheckHitTag; + public string mtag; + public bool isShieldActive = false; + public bool isHitMake = true; + + float time; + bool ishit; + float m_scalefactor; + + private void Start() + { + m_scalefactor = VariousEffectsScene.m_gaph_scenesizefactor;//transform.parent.localScale.x; + time = Time.time; + } + + void LateUpdate() + { + transform.Translate(Vector3.forward * Time.deltaTime * MoveSpeed * m_scalefactor); + if (!ishit) + { + RaycastHit hit; + if (Physics.Raycast(transform.position, transform.forward, out hit, maxLength)) + HitObj(hit); + } + + if (isDestroy) + { + if (Time.time > time + ObjectDestroyTime) + { + MakeHitObject(transform); + Destroy(gameObject); + } + } + } + + void MakeHitObject(RaycastHit hit) + { + if (isHitMake == false) + return; + m_makedObject = Instantiate(m_hitObject, hit.point, Quaternion.LookRotation(hit.normal)).gameObject; + m_makedObject.transform.parent = transform.parent; + m_makedObject.transform.localScale = new Vector3(1, 1, 1); + } + + void MakeHitObject(Transform point) + { + if (isHitMake == false) + return; + m_makedObject = Instantiate(m_hitObject, point.transform.position, point.rotation).gameObject; + m_makedObject.transform.parent = transform.parent; + m_makedObject.transform.localScale = new Vector3(1, 1, 1); + } + + void HitObj(RaycastHit hit) + { + if (isCheckHitTag) + if (hit.transform.tag != mtag) + return; + ishit = true; + if(m_gameObjectTail) + m_gameObjectTail.transform.parent = null; + MakeHitObject(hit); + + if (isShieldActive) + { + ShieldActivate m_sc = hit.transform.GetComponent(); + if(m_sc) + m_sc.AddHitObject(hit.point); + } + + Destroy(this.gameObject); + Destroy(m_gameObjectTail, TailDestroyTime); + Destroy(m_makedObject, HitObjectDestroyTime); + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs.meta new file mode 100644 index 00000000..bd4f9014 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 56e17d10c4e020147ae8b5e49a85fd67 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs new file mode 100644 index 00000000..a6207660 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs @@ -0,0 +1,56 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public class ShieldActivate : MonoBehaviour +{ + public float ImpactLife; + Vector4[] points; + Material m_material; + List Hitpoints; + MeshRenderer m_meshRenderer; + float time; + + void Start() + { + time = Time.time; + points = new Vector4[30]; + Hitpoints = new List(); + m_meshRenderer = GetComponent(); + m_material = m_meshRenderer.material; + } + + void Update() + { + //Set material ( based on Shader_IntegratedEffect ) point array + m_material.SetVectorArray("_Points", points); + + //Find available points + Hitpoints = Hitpoints + .Select(s => new Vector4(s.x, s.y, s.z, s.w + Time.deltaTime / ImpactLife)) + .Where(w => w.w <= 1).ToList(); + + //Fill empty point for list circle + if (Time.time > time + 0.1f) + { + time = Time.time; + AddEmpty(); + } + + //Set array + Hitpoints.ToArray().CopyTo(points, 0); + } + + public void AddHitObject(Vector3 position) + { + position -= transform.position; + position = position.normalized/2; + Hitpoints.Add(new Vector4(position.x, position.y, position.z, 0)); + } + + public void AddEmpty() + { + Hitpoints.Add(new Vector4(0, 0, 0, 0)); + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs.meta new file mode 100644 index 00000000..7c1d16b9 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 0af683078061c2d4dabef0494034564f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs new file mode 100644 index 00000000..e7ef8a56 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class _ObjectsMakeBase : MonoBehaviour +{ + public GameObject[] m_makeObjs; + + public float GetRandomValue(float value) + { + return Random.Range(-value, value); + } + + public float GetRandomValue2(float value) + { + return Random.Range(0, value); + } + + public Vector3 GetRandomVector(Vector3 value) + { + Vector3 result; + result.x = GetRandomValue(value.x); + result.y = GetRandomValue(value.y); + result.z = GetRandomValue(value.z); + return result; + } + + public Vector3 GetRandomVector2(Vector3 value) + { + Vector3 result; + result.x = GetRandomValue2(value.x); + result.y = GetRandomValue2(value.y); + result.z = GetRandomValue2(value.z); + return result; + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs.meta new file mode 100644 index 00000000..d6403d04 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 08e176ba4d4040f4bb39df40a8ee47ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs b/Assets/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs new file mode 100644 index 00000000..d60d29b0 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs @@ -0,0 +1,62 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NewMaterialChange : MonoBehaviour +{ + public bool isParticleSystem; + public Material m_inputMaterial; + Material m_objectMaterial; + MeshRenderer m_meshRenderer; + ParticleSystemRenderer m_particleRenderer; + public float m_timeToReduce; + public float m_reduceFactor =0.0f; + float m_time; + float m_submitReduceFactor; + float m_cutOutFactor; + public float m_upFactor; + float upFactor; + bool isupfactor = true; + + void Awake() + { + if (isParticleSystem) + { + m_particleRenderer = gameObject.GetComponent(); + m_particleRenderer.material = m_inputMaterial; + m_objectMaterial = m_particleRenderer.material; + } + else + { + m_meshRenderer = gameObject.GetComponent(); + m_meshRenderer.material = m_inputMaterial; + m_objectMaterial = m_meshRenderer.material; + } + m_submitReduceFactor = 0.0f; + m_cutOutFactor = 1.0f; + } + + void LateUpdate() + { + m_time += Time.deltaTime; + if (m_time > m_timeToReduce) + { + m_cutOutFactor -= m_submitReduceFactor; + m_submitReduceFactor = Mathf.Lerp(m_submitReduceFactor, m_reduceFactor, Time.deltaTime / 50); + } + + m_cutOutFactor = Mathf.Clamp01(m_cutOutFactor); + if (m_cutOutFactor <= 0 && m_time > m_timeToReduce) + Destroy(gameObject); + m_objectMaterial.SetFloat("_MaskCutOut", m_cutOutFactor); + + if (m_upFactor != 0 && isupfactor != false) + { + upFactor += m_upFactor * Time.deltaTime; + upFactor = Mathf.Clamp01(upFactor); + m_objectMaterial.SetFloat("_MaskCutOut", upFactor); + if (upFactor >= 1) + isupfactor = false; + } + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs.meta new file mode 100644 index 00000000..e7093bc5 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: f875761d9a11f1b448dda0f9ee26e0f0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs b/Assets/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs new file mode 100644 index 00000000..e6bd4959 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ScaleFactorApplyToMaterial : MonoBehaviour +{ + ParticleSystemRenderer ps; + float value; + float m_scaleFactor; + float m_changedFactor; + + private void Awake() + { + ps = this.GetComponent(); + value = ps.material.GetFloat("_NoiseScale"); + m_scaleFactor = 1; + } + + void Update() + { + m_changedFactor = VariousEffectsScene.m_gaph_scenesizefactor; //Please change this in your actual project + + if(m_scaleFactor != m_changedFactor && m_changedFactor <= 1) + { + m_scaleFactor = m_changedFactor; + if (m_scaleFactor <= 0.5f) + ps.material.SetFloat("_NoiseScale", value * 0.25f); + else + ps.material.SetFloat("_NoiseScale", value * m_scaleFactor); + } + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs.meta new file mode 100644 index 00000000..e1acedd3 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 3de6923c0c6c4164193436b82af45485 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs b/Assets/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs new file mode 100644 index 00000000..dea047a8 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs @@ -0,0 +1,98 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class VariousEffectsScene : MonoBehaviour { + + public Transform[] m_effects; + public GameObject scaleform; + public GameObject[] m_destroyObjects = new GameObject[30]; + public GameObject FriendlyEnemyObject; + GameObject gm; + public int inputLocation; + public Text m_scalefactor; + public static float m_gaph_scenesizefactor = 1; + public Text m_effectName; + int index = 0; + + void Awake() + { + inputLocation = 0; + m_effectName.text = m_effects[index].name.ToString(); + MakeObject(); + + } + + void Update () + { + InputKey(); + if (index < 70) + FriendlyEnemyObject.SetActive(false); + else + FriendlyEnemyObject.SetActive(true); + + } + + void InputKey() + { + if (Input.GetKeyDown(KeyCode.Z)) + { + if (index <= 0) + index = m_effects.Length - 1; + else + index--; + + MakeObject(); + } + + if (Input.GetKeyDown(KeyCode.X)) + { + if (index >= m_effects.Length-1) + index = 0; + else + index++; + + MakeObject(); + } + + if (Input.GetKeyDown(KeyCode.C)) + MakeObject(); + } + + void MakeObject() + { + DestroyGameObject(); + gm = Instantiate(m_effects[index], + m_effects[index].transform.position, + m_effects[index].transform.rotation).gameObject; + m_effectName.text = (index+1) +" : "+m_effects[index].name.ToString(); + scaleform.transform.position = gm.transform.position; + gm.transform.parent = scaleform.transform; + gm.transform.localScale = new Vector3(1,1,1); + float submit_scalefactor = m_gaph_scenesizefactor; + if (index < 70) + submit_scalefactor *= 0.5f; + gm.transform.localScale = new Vector3(submit_scalefactor, submit_scalefactor, submit_scalefactor); + m_destroyObjects[inputLocation] = gm; + inputLocation++; + } + + void DestroyGameObject() + { + for(int i = 0; i < inputLocation; i++) + { + Destroy(m_destroyObjects[i]); + } + inputLocation = 0; + } + + public void GetSizeFactor() + { + m_gaph_scenesizefactor = float.Parse(m_scalefactor.text.ToString()); + float submit_scalefactor = m_gaph_scenesizefactor; + if (index < 70) + submit_scalefactor *= 0.5f; + gm.transform.localScale = new Vector3(submit_scalefactor, submit_scalefactor, submit_scalefactor); + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs.meta new file mode 100644 index 00000000..b07ff3b4 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 2e52beb180dd3474e9c353e1ad5103ea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs b/Assets/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs new file mode 100644 index 00000000..a7d8145a --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs @@ -0,0 +1,85 @@ +using UnityEngine; +using System.Collections; + +public class VariousMouseOrbit : MonoBehaviour +{ + + Transform Target; + public Transform[] Targets; + int i = 0; + public float distance; + + public float xSpeed = 250.0f; + public float ySpeed = 120.0f; + + public float yMinLimit = -20.0f; + public float yMaxLimit = 80.0f; + + private float x = 0.0f; + private float y = 0.0f; + public float CameraDist = 10; + + // Use this for initialization + void Start() + { + Vector3 angles = transform.eulerAngles; + x = angles.x+50; + y = angles.y; + distance = 30; + Target = Targets[0]; + if (this.GetComponent() == true) + GetComponent().freezeRotation = true; + } + + // Update is called once per frame + void LateUpdate() + { + if(Input.GetKeyDown(KeyCode.V)) + { + if (i < Targets.Length-1) + i++; + else if (i >= Targets.Length-1) + i = 0; + Target = Targets[i]; + } + + + if (Input.GetKey(KeyCode.Mouse1)) + { + if (Target) + { + x += Input.GetAxis("Mouse X") * xSpeed * 0.02f; + y += Input.GetAxis("Mouse Y") * ySpeed * 0.05f; + + y = ClampAngle(y, yMinLimit, yMaxLimit); + + Quaternion rotation = Quaternion.Euler(y, x, 0); + Vector3 position = rotation * new Vector3(0, 0, -distance) + Target.position; + + transform.rotation = rotation; + transform.position = position; + distance = CameraDist; + + if (Input.GetKey(KeyCode.W)) + { + CameraDist -= Time.deltaTime * 20f; + CameraDist = Mathf.Clamp(CameraDist,2,80); + } + if (Input.GetKey(KeyCode.S)) + { + CameraDist += Time.deltaTime * 20f; + CameraDist = Mathf.Clamp(CameraDist, 2, 80); + } + } + } + } + + float ClampAngle(float ag, float min, float max) + { + if (ag < -360) + ag += 360; + if (ag > 360) + ag -= 360; + return Mathf.Clamp(ag, min, max); + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs.meta new file mode 100644 index 00000000..1414f866 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 97b9bd758e22b2a4b87e8b1077adfbe5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs b/Assets/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs new file mode 100644 index 00000000..c1f4eb45 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class VariousRotateObject : MonoBehaviour { + + public Vector3 RotateOffset; + Vector3 RotateMulti; + public float m_delay; + float m_Time; + + void Awake() + { + m_Time = Time.time; + } + + // Update is called once per frame + void Update () + { + if (Time.time < m_Time + m_delay) + return; + RotateMulti = Vector3.Lerp(RotateMulti,RotateOffset,Time.deltaTime); + + transform.rotation *= Quaternion.Euler(RotateMulti); + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs.meta new file mode 100644 index 00000000..ce63f0f9 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: c60185437c0b10a459916383991063f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs b/Assets/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs new file mode 100644 index 00000000..c72b53ca --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class VariousTranslateMove : MonoBehaviour { + + public float m_power; + public float m_reduceTime; + public bool m_fowardMove; + public bool m_rightMove; + public bool m_upMove; + public float m_changedFactor; + float m_Time; + + void Start() + { + m_Time = Time.time; + } + + void Update () { + m_changedFactor = VariousEffectsScene.m_gaph_scenesizefactor; + + if (m_fowardMove) + transform.Translate(transform.forward * m_power * m_changedFactor * Time.deltaTime * 150); + if (m_rightMove) + transform.Translate(transform.right * m_power* m_changedFactor * Time.deltaTime * 150); + if (m_upMove) + transform.Translate(transform.up * m_power* m_changedFactor * Time.deltaTime * 150); + + //transform.LookAt(Vector3.zero); + + /*if (m_Time + m_reduceTime < Time.time && m_reduceTime != 0) + { + m_power -= Time.deltaTime; + m_power = Mathf.Clamp01(m_power); + }*/ + } +} diff --git a/Assets/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs.meta b/Assets/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs.meta new file mode 100644 index 00000000..a6c4f37d --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 8b7e4542b8b17544db0decd919ea64b1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Shader_ForEffects.meta b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects.meta new file mode 100644 index 00000000..c03b5ef3 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 191f83ac306e55048a458805e03b031f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader new file mode 100644 index 00000000..fb36eae2 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader @@ -0,0 +1,183 @@ +Shader "GAPH Custom Shader/Shader_Decal"{ + Properties{ + [Header(Main Settings)] + [Space] + [HDR]_TintColor("TintColor",Color) = (1,1,1,1) + [Toggle(IS_USE_SECOND_TINTCOLOR)]_SecondTintColor("Is Use Second Tintcolor",int) = 0 + [HDR]_TintColor2("TintColor2",Color) = (1,1,1,1) + _MainTex("MainTexture",2D) = "white" {} + _ColorFactor("Color Factor", float) = 1 + [Toggle(IS_TEXTURE_ANIMATE)]_TextureAnimate("Is Texture Animate",int) = 0 + _TextureAnimateSpeed("Texture Animate Speed",float) = 1.0 + [Toggle(IS_NORMAL_DISTORTION)]_NormalDistortion("Is Normal Distortion",int) = 0 + _NormalTex("Normal Tex",2D) = "white"{} + _NormalDistortionFactor("Normal Distortion Factor",float) = 1.0 + [Toggle(IS_NORMAL_ANIMATE)]_NormalAnimate("Is Normal Animate",int) = 0 + _NormalAnimateSpeed("Normal Animate Speed",float) = 1.0 + [Toggle(IS_MASK_FADE)]_MaskFade("Is Mask Fade",int) = 0 + _MaskTex("Mask Tex",2D) = "white"{} + _MaskCutOut("Mask CutOut",Range(0,1)) = 1 + [Header(Render)] + [Space] + [Toggle]_ZWrite("ZWrite On/Off", int) = 0 + [Enum(Culling Off,0, Culling Front, 1, Culling Back, 2)]_Culling("Culling",float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc("BlendSrc", float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)]_BlendDst("BlendDst", float) = 1 + _ZTest1("_ZTest1", int) = 5 + } + + Category{ + Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} + Blend[_BlendSrc][_BlendDst] + Cull Front + ZTest[_ZTest1] + ZWrite Off + + + SubShader{ + Pass{ + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_instancing + + #pragma shader_feature IS_USE_SECOND_TINTCOLOR + #pragma shader_feature IS_MASK_FADE + #pragma shader_feature IS_TEXTURE_ANIMATE + #pragma shader_feature IS_NORMAL_ANIMATE + #pragma shader_feature IS_NORMAL_DISTORTION + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _NormalTex; + sampler2D _MaskTex; + + sampler2D _CameraDepthTexture; + + float4 _MainTex_ST; + float4 _NormalTex_ST; + float4 _MaskTex_ST; + float4 _MainTex_NextFrame; + float _MaskCutOut; + + UNITY_INSTANCING_BUFFER_START(data) + UNITY_DEFINE_INSTANCED_PROP(float4x4, _InverseTransformMatrix) + #define _InverseTransformMatrix_arr data + UNITY_DEFINE_INSTANCED_PROP(half4, _TintColor) + #define _TintColor_arr data + #ifdef IS_USE_SECOND_TINTCOLOR + UNITY_DEFINE_INSTANCED_PROP(half4, _TintColor2) + #define _TintColor2_arr data + #endif + UNITY_DEFINE_INSTANCED_PROP(half, _NormalAnimateSpeed) + #define _NormalAnimateSpeed_arr data + UNITY_DEFINE_INSTANCED_PROP(half, _TextureAnimateSpeed) + #define _TextureAnimateSpeed_arr data + UNITY_DEFINE_INSTANCED_PROP(half, _NormalDistortionFactor) + #define _NormalDistortionFactor_arr data + UNITY_DEFINE_INSTANCED_PROP(half, _ColorFactor) + #define _ColorFactor_arr data + UNITY_INSTANCING_BUFFER_END(data) + + struct appdata_t { + float4 vertex : POSITION; + float4 normal : NORMAL; + half4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + half4 color : COLOR; + float4 screenUV : TEXCOORD0; + float3 ray : TEXCOODR1; + float2 texcoord : TEXCOORD2; + float2 texcoord2 : TEXCOORD3; + float2 texcoord3 : TEXCOORD4; + float3 normal : TEXCOORD5; + UNITY_FOG_COORDS(7) + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert(appdata_t v) + { + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.vertex = UnityObjectToClipPos(v.vertex); + o.color = v.color; + + o.ray = UnityObjectToViewPos(v.vertex) * float3(-1, -1, 1); + o.screenUV = ComputeScreenPos(o.vertex); + o.normal = UnityObjectToWorldNormal(o.vertex); + + UNITY_TRANSFER_FOG(o, o.vertex); + return o; + } + + half4 frag(v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + i.ray = i.ray* (_ProjectionParams.z / i.ray.z); + + float depth = Linear01Depth(tex2Dproj(_CameraDepthTexture,i.screenUV)); + float4 vpos = float4(i.ray * depth, 1); + float3 wpos = mul(unity_CameraToWorld, vpos).xyz; + float3 opos = mul(unity_WorldToObject, float4(wpos,1)).xyz; + float3 objAbs = abs(opos); + clip(0.5f - objAbs); + + + i.texcoord = saturate(opos.xz + 0.5) * _MainTex_ST.xy + _MainTex_ST.zw; + i.texcoord2 = saturate(opos.xz + 0.5) * _NormalTex_ST.xy + _NormalTex_ST.zw; + i.texcoord3 = saturate(opos.xz + 0.5) * _MaskTex_ST.xy + _MaskTex_ST.zw; + + + #ifdef IS_NORMAL_DISTORTION + half2 distort = UnpackNormal(tex2D(_NormalTex, i.texcoord2 * 1.0f + (UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed) * _Time / 20))).rg; + distort += UnpackNormal(tex2D(_NormalTex, i.texcoord2 * 1.0f - (UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)*_Time / 20) + float2(0.5f, 0.15f))).rg; + distort += UnpackNormal(tex2D(_NormalTex, i.texcoord2 * 0.5f - (UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)*_Time / 10) + float2(0.15f, 0.5f))).rg; + distort += UnpackNormal(tex2D(_NormalTex, i.texcoord2 * 0.5f - (UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)*_Time / 10) + float2(-0.5f, -0.15f))).rg; + i.texcoord.xy += distort.xy * UNITY_ACCESS_INSTANCED_PROP(_NormalDistortionFactor_arr, _NormalDistortionFactor); + #endif + + #ifdef IS_TEXTURE_ANIMATE + half4 tex = tex2D(_MainTex, i.texcoord.xy - (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed) * _Time / 10)); + tex *= tex2D(_MainTex, i.texcoord.xy - (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed) * _Time / 10) + float2(0.25f, -0.25f)); + half4 tex2 = tex2D(_MainTex, i.texcoord.xy + (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed) * _Time / 10)); + tex2 *= tex2D(_MainTex, i.texcoord.xy + (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed) * _Time / 10) + float2(0.15f, -0.15f)); + tex = (tex + tex2) / 1.5f; + #else + half4 tex = tex2D(_MainTex, i.texcoord); + #endif + + #ifdef IS_MASK_FADE + half mask_a =pow( saturate(tex2D(_MaskTex, i.texcoord3) - (1-_MaskCutOut)),1.5f); + #else + half mask_a = tex.a * _MaskCutOut; + #endif + #ifdef IS_USE_SECOND_TINTCOLOR + half4 res = tex * UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2) * UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor); + half alpha = res.a * i.color.a * mask_a * UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor) * UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2).a; + #else + half4 res = tex * UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor) * UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor); + half alpha = res.a * i.color.a * mask_a * UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor) * UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor).a; + #endif + res.a = alpha; + + if (dot(vpos, i.vertex) != 0) + return res; + else + return 0; + } + ENDCG + } + } + } +} \ No newline at end of file diff --git a/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader.meta b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader.meta new file mode 100644 index 00000000..917d5fce --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 416d9dd6e46c1c5408e8ed3f0d48c1bc +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader new file mode 100644 index 00000000..b45722a7 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader @@ -0,0 +1,124 @@ +Shader "GAPH Custom Shader/Distortion Effect" { + Properties { + _TintColor ("Tint Color", Color) = (1,1,1,1) + _Mask ("Mask",2D) = "black"{} + _NormalMap ("Normalmap", 2D) = "bump" {} + _DistortFactor ("Distortion", Float) = 10 + _InvFade ("Soft Particles Factor", Range(0,10)) = 1.0 + } + + SubShader{ + GrabPass{ + "_GrabTexture" + } + + Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + Lighting Off + ZWrite Off + + Pass{ + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_particles + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord: TEXCOORD0; + fixed4 color : COLOR; + }; + + struct v2f { + float4 vertex : POSITION; + float4 uvgrab : TEXCOORD0; + float2 uvnormal : TEXCOORD1; + float2 uvmask : TEXCOORD2; + fixed4 color : COLOR; + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD3; + #endif + }; + + fixed4 _TintColor; + + sampler2D _Mask; + sampler2D _NormalMap; + sampler2D _GrabTexture; + + float _DistortFactor; + float _ColorFactor; + + float4 _NormalMap_ST; + float4 _Mask_ST; + float4 _GrabTexture_TexelSize; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0; + #endif + + //Set uvgrab value + o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5; + o.uvgrab.zw = o.vertex.zw; + + o.uvnormal = TRANSFORM_TEX( v.texcoord, _NormalMap ); + o.uvmask = TRANSFORM_TEX(v.texcoord,_Mask); + UNITY_TRANSFER_FOG(o, o.vertex); + return o; + } + + sampler2D _CameraDepthTexture; + float _InvFade; + + half4 frag( v2f i ) : COLOR + { + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); + float partZ = i.projPos.z; + float fade = saturate(_InvFade * (sceneZ - partZ)); + i.color.a *= fade; + #endif + + //Set normal tex + half2 normal = UnpackNormal(tex2D(_NormalMap, i.uvnormal)).rg; + //Set distort factor using normal, GrabTexture + half2 distortValue = normal * _DistortFactor * _GrabTexture_TexelSize.xy; + //Amplify distort offset factor if graphic API is DX11 or METAL. + //OpenGLCore or OpenGL don't need this + #if defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) + distortValue *= 10; + #endif + //Add new distort data to original grab value + i.uvgrab.xy = (distortValue * i.uvgrab.z) + i.uvgrab.xy; + + //Sample GrabTexture using updated grab value + half4 distort = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); + half4 mask = tex2D(_Mask, i.uvmask); + + half4 res = distort; + //Compose all + res.a = _TintColor.a * i.color.a * mask.a; + UNITY_APPLY_FOG(i.fogCoord, res); + return res; + } + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader.meta b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader.meta new file mode 100644 index 00000000..d6486239 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d5fe0e4073f9dee4dbe96b37559868ea +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader + uploadId: 865912 diff --git a/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader new file mode 100644 index 00000000..1f941075 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader @@ -0,0 +1,565 @@ +Shader "GAPH Custom Shader/Shader_IntegradedEffect" +{ + Properties { + [Header(Main)] + [Space] + [HDR]_TintColor("Color",Color) = (1,1,1,1) + [Toggle(IS_USE_SECOND_COLOR)]_SecondColor("Is use second color",int) = 0 + [HDR]_TintColor2("Color2",Color) = (1,1,1,1) + _MainTex ("Main Tex", 2D) = "white" {} + _ColorFactor("Color Factor", float) = 1 + [Toggle(IS_TEXTURE_ANIMATE)]_TextureAnimate("Is Texture Animate",int) = 0 + _TextureAnimateSpeed("Texture Animate Speed",float) = 1.0 + _TextureAnimateStyle("Texture Animate Style", Range(0,2)) = 1 + [Toggle(IS_TEXTURE_ANIMATE_ADVANCED)]_TextureAnimateAdvanced("Is Texture Animate Advanced",int) = 0 //Need to check 'Is Texture Animate' + _MaxIndex("Texture Mix Count",int) = 2 + [Toggle(IS_TEXTURE_BLEND)]_TextureBlend("Is Texture Blend",int) = 0 + [Toggle(IS_UNITY_PARTICLE_INSTANCING_ENABLED)]_ParticleInstancing("Is Unity Paticle Instancing Enable",int) = 0 + [Toggle(IS_ALL_TEXTURE_STRAIGHT_MOVE)]_MixedMove("Is All Texture Straight Move",int) = 0 + _TexPosMove("xPosMove", Range(-1,1)) = 0 + [Toggle(IS_USE_ROTATE_UV)]_IsRotateAngle("Is Rotate Angle", int) = 0 + _RotateAngle("RotateAngle", Range(-1,1)) = 0 + [Header(Soft Particle)] + [Space] + [Toggle(IS_SOFT_PARTICLES)]_SoftParticle("Is Soft Particles",int) = 1 + _InvFade("Soft Particle Factor",float) = 1 + [Header(Normal)] + [Space] + [Toggle(IS_NORMAL_DISTORTION)]_NormalDistortion("Is Normal Distortion",int) = 0 + _NormalTex("Normal Tex",2D) = "white"{} + _NormalDistortionFactor("Normal Distortion Factor",float) = 1.0 + [Toggle(IS_NORMAL_ANIMATE)]_NormalAnimate("Is Normal Animate",int) = 0 + _NormalAnimateSpeed("Normal Animate Speed",float) = 1.0 + [Toggle(IS_TEXTURE_NOISE)]_TextureNoise("Is Texture Noise", int)= 0 + _NoiseNormal("Noise Normal",2D) = "white"{} + _NoiseNormalFactor("NoiseNormalFactor",float) = 1.0 + [Header(Mask Fade)] + [Space] + [Toggle(IS_MASK_FADE)]_MaskFade("Is Mask Fade",int) = 0 + [Toggle(IS_USE_TEXANIMATION)]_UseTexAnimation("Is UseTexAnimation",int) = 0 + _FixedMaskTex("Fixed Mask Tex",2D) = "white"{} + _MaskTex("Mask Tex",2D) = "white"{} + _MaskOffsetFactor("Mask Offset Factor",float) = 1.0 + _MaskDistortion("Mask Distortion Tex",2D) = "white"{} + _MaskAnimatedSpeed("_MaskAnimatedSpeed",float) = 1.0 + _MaskCutOut("Mask CutOut",Range(0,1)) = 1 + [Header(Render)] + [Space] + [Toggle]_ZWrite("ZWrite On/Off", int) = 0 + [Enum(Culling Off,0, Culling Front, 1, Culling Back, 2)]_Culling("Culling",float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc("BlendSrc", float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)]_BlendDst("BlendDst", float) = 1 + _ZTest2("_ZTest2", int) = 2 + [Header(VertexAnimation)] + [Space] + [Toggle(IS_VERTEXANIMATION)]_VertexAnimation("Is Vertex Animation", int) = 0 + _NoiseTex("Vertex Animation Noise Map",2D) = "black"{} + _NoiseValue("Noise Value", Vector) = (1,1,1,0) + _NoiseScale("Noise Scale", float) = 1 + [Header(RimLight)] + [Space] + [Toggle(IS_RIMLIGHT)]_RimLight("Is Rim Light",int) = 0 + [HDR]_RimColor("RimColor",Color) = (1,1,1,1) + _RimScale("Rim Light Power",float) = 1 + _RimStrength("Rim Light Strength",float) = 1 + [Header(Impact)] + [Space] + [Toggle(IS_IMPACT)]_Impact("Is Impact",int) = 0 + _ImpactSize("Impact Size",float) = 0.5 + _ImpactFactor("Impact Factor",float) = 1 + [Header(Texcoord)] + [Space] + [Toggle(IS_TEXCOORD_MOVE)]_TexcoordMove("Is Texcoord Move",int) = 0 + _xTexcoordMove("xTexcoordMove", Range(-1,1)) = 0 + _yTexcoordMove("yTexcoordMove", Range(-1,1)) = 0 + _TexcoordMoveStrength("TexcoordMoveStrength",float) = 0 + [Toggle(IS_TEXCOORD_MOVE_USING_CUSTOM)]_TexcoordMoveUsingCustom("Is Texcoord Move Using Custom",int) = 0 + [Header(LinePass)] + [Space] + [Toggle(IS_LINEPASS)]_LinePass("Is LinePass", int) = 0 + _TexLength("TexLength",Range(0,1)) = 1.0 + _LinePassTex("LinePassTex", 2D) = "white" {} + + + } + Category{ + Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } + Blend[_BlendSrc][_BlendDst] + Cull [_Culling] + ZWrite[_ZWrite] + Lighting Off + ZTest[_ZTest2] + + SubShader { + Pass{ + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_particles + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #pragma shader_feature IS_SOFT_PARTICLES + #pragma shader_feature IS_USE_SECOND_COLOR + #pragma shader_feature IS_NORMAL_DISTORTION + #pragma shader_feature IS_TEXCOORD_MOVE_USING_CUSTOM + #pragma shader_feature IS_TEXTURE_NOISE + #pragma shader_feature IS_MASK_FADE + #pragma shader_feature IS_TEXTURE_BLEND + #pragma shader_feature IS_TEXTURE_ANIMATE + #pragma shader_feature IS_TEXTURE_ANIMATE_ADVANCED + #pragma shader_feature IS_ALL_TEXTURE_STRAIGHT_MOVE + #pragma shader_feature IS_TEXCOORD_MOVE + #pragma shader_feature IS_NORMAL_ANIMATE + #pragma shader_feature IS_VERTEXANIMATION + #pragma shader_feature IS_RIMLIGHT + #pragma shader_feature IS_IMPACT + #pragma shader_feature UNITY_PARTICLE_INSTANCING_ENABLED + #pragma shader_feature IS_LINEPASS + #pragma shader_feature IS_USE_TEXANIMATION + #pragma shader_feature IS_USE_ROTATE_UV + + #include "UnityCG.cginc" + #include "UnityStandardParticleInstancing.cginc" + + sampler2D _MainTex; + half4 _MainTex_ST; + sampler2D _CameraDepthTexture; + + #ifdef IS_TEXTURE_ANIMATE_ADVANCED + int _MaxIndex; + #endif + + #ifdef IS_NORMAL_DISTORTION + sampler2D _NormalTex; + half4 _NormalTex_ST; + half _NormalDistortionFactor; + #endif + + #ifdef IS_TEXTURE_NOISE + sampler2D _NoiseNormal; + half4 _NoiseNormal_ST; + half _NoiseNormalFactor; + #endif + + #ifdef IS_MASK_FADE + sampler2D _FixedMaskTex; + half4 _FixedMaskTex_ST; + sampler2D _MaskTex; + half4 _MaskTex_ST; + half _MaskOffsetFactor; + sampler2D _MaskDistortion; + half4 _MaskDistortion_ST; + #endif + half _MaskCutOut; + + #ifdef IS_ALL_TEXTURE_STRAIGHT_MOVE + half _TexPosMove; + #endif + + #ifdef IS_VERTEXANIMATION + sampler2D _NoiseTex; + half4 _NoiseTex_ST; + half _NoiseScale; + #endif + + #ifdef IS_RIMLIGHT + half _RimScale; + half _RimStrength; + #endif + + #ifdef IS_IMPACT + half _ImpactSize; + half _ImpactFactor; + int _PointSize; + fixed4 _Points[30]; + #endif + + #ifdef IS_TEXCOORD_MOVE + half _xTexcoordMove; + half _yTexcoordMove; + half _TexcoordMoveStrength; + #endif + + #ifdef IS_LINEPASS + sampler2D _LinePassTex; + half4 _LinePassTex_ST; + half _TexLength; + half _TexLength2; + #endif + + #ifdef IS_USE_ROTATE_UV + half _RotateAngle; + #endif + + + UNITY_INSTANCING_BUFFER_START(data) + UNITY_DEFINE_INSTANCED_PROP(half4, _TintColor) + #define _TintColor_arr data + #ifdef IS_USE_SECOND_COLOR + UNITY_DEFINE_INSTANCED_PROP(half4, _TintColor2) + #define _TintColor2_arr data + #endif + UNITY_DEFINE_INSTANCED_PROP(half, _ColorFactor) + #define _ColorFactor_arr data + #ifdef IS_RIMLIGHT + UNITY_DEFINE_INSTANCED_PROP(half4,_RimColor) + #define _RimColor_arr data + #endif + #ifdef IS_VERTEXANIMATION + UNITY_DEFINE_INSTANCED_PROP(half4,_NoiseValue) + #define _NoiseValue_arr data + #endif + #ifdef IS_TEXTURE_ANIMATE + UNITY_DEFINE_INSTANCED_PROP(half, _TextureAnimateSpeed) + #define _TextureAnimateSpeed_arr data + UNITY_DEFINE_INSTANCED_PROP(int, _TextureAnimateStyle) + #define _TextureAnimateStyle_arr data + #endif + #ifdef IS_NORMAL_ANIMATE + UNITY_DEFINE_INSTANCED_PROP(half, _NormalAnimateSpeed) + #define _NormalAnimateSpeed_arr data + #endif + #ifdef IS_MASK_FADE + UNITY_DEFINE_INSTANCED_PROP(half,_MaskAnimatedSpeed) + #define _MaskAnimatedSpeed_arr data + #endif + UNITY_INSTANCING_BUFFER_END(data) + + half _InvFade; + + struct appdata_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + half4 color : COLOR; + #ifdef IS_TEXTURE_BLEND + half4 texcoord : TEXCOORD0; + half texcoordBlend : TEXCOORD1; + #else + half4 texcoord : TEXCOORD0; + #ifdef IS_TEXCOORD_MOVE_USING_CUSTOM + half2 texcoord2 : TEXCOORD1; + #endif + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + half4 color : COLOR; + half2 maintex : TEXCOORD0; + #ifdef IS_TEXTURE_BLEND + half3 maintexBlend : TEXCOORD1; + #endif + #ifdef IS_NORMAL_DISTORTION + half2 normaltex : TEXCOORD2; + #endif + #ifdef IS_MASK_FADE + half2 fixedmasktex : TEXCOORD3; + half2 masktex : TEXCOORD4; + half2 masknormaltex: TEXCOORD5; + #endif + #ifdef IS_TEXTURE_NOISE + half2 noisetex : TEXCOORD6; + #endif + #ifdef SOFTPARTICLES_ON + half4 projPos : TEXCOORD7; + #endif + UNITY_FOG_COORDS(8) + #ifdef IS_RIMLIGHT + half3 viewDir : TEXCOORD9; + half3 normal : TEXCOORD10; + #endif + #ifdef IS_IMPACT + float3 worldPos : TEXCOORD11; + #endif + #ifdef IS_LINEPASS + float2 linepasscoord : TEXCOORD12; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert (appdata_t i) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(i); + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_TRANSFER_INSTANCE_ID(i, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + #ifdef IS_VERTEXANIMATION + float4 Noise = mul(UNITY_MATRIX_M, i.vertex) * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue) * float4(0.1f, 0.1f, 1.5f, 1); + //Set noiseTex with normal tex using time & scale info. time is for animate vertex + float4 NoiseTex = tex2Dlod(_NoiseTex, Noise + float4(float3(_Time.x / 2, _Time.y / 2, _Time.z * 2) * _NoiseScale * 10, 0)); + //NoiseTex *= tex2Dlod(_NoiseTex, Noise - float4(float3(_Time.x / 2, _Time.y / 2, _Time.z * 2) * _NoiseScale * 10, 0)); + i.vertex = i.vertex * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).w + + //Add changed noise info with normal value to original object vertex. + (saturate(NoiseTex) - 0.5f) * ( + //Additionally trigonometric value to original object vertex. + sin((i.vertex.x + _Time * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).x)* UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).y) + + cos((i.vertex.y + _Time * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).x)* UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).y) + + sin((i.vertex.z + _Time * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).x)* UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).y) + )* UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).z*_NoiseScale * 10; + #endif + + o.vertex = UnityObjectToClipPos(i.vertex); + + half4 originaltex = i.texcoord; + + #ifdef IS_TEXCOORD_MOVE + #ifdef IS_TEXCOORD_MOVE_USING_CUSTOM + i.texcoord.y += i.texcoord2.y; + #else + i.texcoord.x += _Time * _xTexcoordMove * _TexcoordMoveStrength; + i.texcoord.y += _Time * _yTexcoordMove * _TexcoordMoveStrength; + #endif + #endif + + #ifdef IS_UNITY_PARTICLE_INSTANCING_ENABLED //GPU Rendering + #ifdef IS_TEXTURE_BLEND + vertInstancingUVs(i.texcoord.xy, o.maintex, o.,maintexBlend); + #else + vertInstancingUVs(i.texcoord, o.maintex); + o.maintex = TRANSFORM_TEX(o.texcoord, _MainTex); + #endif + #else + #ifdef IS_TEXTURE_BLEND + o.maintex = i.texcoord.xy; + o.maintexBlend.xy = i.texcoord.zw; + o.maintexBlend.z = i.texcoordBlend; + #else + o.maintex = TRANSFORM_TEX(i.texcoord, _MainTex); + #endif + #endif + + #ifdef IS_NORMAL_DISTORTION + o.normaltex = TRANSFORM_TEX(i.texcoord, _NormalTex); + #endif + #ifdef IS_MASK_FADE + half4 masktexcoord; + #ifdef IS_USE_TEXANIMATION + masktexcoord = i.texcoord; + #else + masktexcoord = originaltex; + #endif + o.fixedmasktex = TRANSFORM_TEX(masktexcoord, _FixedMaskTex); + o.masktex = TRANSFORM_TEX(masktexcoord, _MaskTex); + o.masknormaltex = TRANSFORM_TEX(masktexcoord, _MaskDistortion); + #endif + #ifdef IS_TEXTURE_NOISE + o.noisetex = TRANSFORM_TEX(i.texcoord, _NoiseNormal); + #endif + + #ifdef IS_SOFTPARTICLES + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeNonStereoScreenPos(o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + #endif + + #ifdef IS_RIMLIGHT + o.viewDir = WorldSpaceViewDir(i.vertex); + o.normal = UnityObjectToWorldNormal(i.vertex); + #endif + + #ifdef IS_IMPACT + o.worldPos = i.vertex; + #endif + + #ifdef IS_LINEPASS + half4 originaltexcoord = i.texcoord; + float length = i.texcoord.z; + length = lerp(1.0f, 3.0f, length); + i.texcoord.x *= length; + + float length2 = i.texcoord.w * _TexLength * 2; + length2 = lerp(1, 0, length2); + + i.texcoord.x -= length2; + + i.texcoord.x = clamp(i.texcoord.x, 0, 1); + i.texcoord.y = clamp(i.texcoord.y, 0, 1); + + o.linepasscoord = TRANSFORM_TEX(i.texcoord, _LinePassTex); + i.texcoord = originaltexcoord; + #endif + + #ifdef IS_USE_ROTATE_UV + float2 center = float2(0.5, 0.5); + float cosA = cos(_RotateAngle); + float sinA = sin(_RotateAngle); + float2x2 rt = float2x2(cosA, -sinA, sinA, cosA); + + //main_tex uv + float2 uv = o.maintex - center; + o.maintex = mul(rt, uv); + o.maintex += uv; + #endif + + o.color = i.color; + + UNITY_TRANSFER_FOG(o, o.vertex); + return o; + } + + half4 frag(v2f i): SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + #ifdef IS_SOFTPARTICLES + half sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); + half partZ = i.projPos.z; + half fade = saturate(_InvFade * (sceneZ - partZ)); + i.color.a *= fade; + #endif + + #ifdef IS_TEXTURE_NOISE + half2 noiseTex = tex2D(_NoiseNormal, i.noisetex); + half2 offset = (noiseTex * 2 - 1) * _NoiseNormalFactor; + i.maintex.xy += offset; + #endif + + #ifdef IS_NORMAL_DISTORTION + #ifdef IS_NORMAL_ANIMATE + //Mixed Distort Move + #ifdef IS_ALL_TEXTURE_STRAIGHT_MOVE + half2 distort = UnpackNormal(tex2D(_NormalTex, i.normaltex +(float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)) * _Time / 10)*_TexPosMove)).rg; + distort *= UnpackNormal(tex2D(_NormalTex, i.normaltex +((float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed))*_Time / 10) + float2(0.5f, 0.15f))*_TexPosMove)).rg; + distort *= UnpackNormal(tex2D(_NormalTex, i.normaltex +((float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed))*_Time / 10) + float2(0.15f, 0.5f))*_TexPosMove)).rg; + #else + half2 distort = UnpackNormal(tex2D(_NormalTex, i.normaltex - (float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)) * _Time / 10))).rg; + distort *= UnpackNormal(tex2D(_NormalTex, i.normaltex + (float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed))*_Time / 10) - float2(-0.25f, -0.15f))).rg; + #endif + #else + half2 distort = UnpackNormal(tex2D(_NormalTex, i.normaltex)).rg; + #endif + #ifdef IS_TEXTURE_BLEND + i.maintex.xy += distort.xy* _NormalDistortionFactor; + i.maintexBlend.xy += distort.xy* _NormalDistortionFactor; + #else + i.maintex.xy += distort.xy* _NormalDistortionFactor; + #endif + #endif + + #ifdef IS_TEXTURE_ANIMATE + #ifdef IS_ALL_TEXTURE_STRAIGHT_MOVE + half4 tex = tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)*_TexPosMove); + tex *= tex2D(_MainTex, i.maintex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.25f, -0.25f))*_TexPosMove); + half4 tex2 = tex2D(_MainTex, i.maintex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(-0.5f, 0.5f))*_TexPosMove) * 2.5f; + tex = (tex) / 1.5f; + #else + #ifdef IS_TEXTURE_ANIMATE_ADVANCED + half4 tex = half4(1, 1, 1, 1); + half reversefactor = -1; + + for (uint j = 1; j < uint(_MaxIndex); j++) { + half movefactor = ( uint(j) / _MaxIndex); + half timefactor; + + reversefactor *= -1; + timefactor = (_Time.x + movefactor) *reversefactor; + tex *= tex2D(_MainTex, i.maintex + movefactor + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed))) * float2(timefactor, 0) ); + tex *= tex2D(_MainTex, i.maintex + movefactor + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed))) * float2(0, timefactor)); + } + tex = saturate(pow(tex, 1.0f/_MaxIndex)); + #else + half4 tex = half4(0, 0, 0, 0); + if (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateStyle_arr, _TextureAnimateStyle) == 0) + { + tex = tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)); + tex *= tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.25f, -0.25f)); + half4 tex2 = tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)); + tex2 *= tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.15f, -0.15f)); + tex = (tex + tex2) / 1.5f; + } + else if (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateStyle_arr, _TextureAnimateStyle) == 1) + { + tex = tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)); + tex *= tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(-0.25f, -0.25f)); + half4 tex2 = tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)); + tex2 *= tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.15f, -0.15f)); + tex *= tex2 * 3.5f; + } + else + { + tex = tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.25f, -0.25f)); + half4 tex2 = tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.15f, -0.15f)); + tex = (tex * tex2)*1.25f + (tex + tex2)*0.5f; + } + #endif + #endif + #else + half4 tex = tex2D(_MainTex, i.maintex); + #ifdef IS_TEXTURE_BLEND + half4 tex2 = tex2D(_MainTex, i.maintexBlend.xy); + tex = lerp(tex, tex2, i.maintexBlend.z); + #endif + #endif + + #ifdef IS_MASK_FADE + half fixed_mask = tex2D(_FixedMaskTex, i.fixedmasktex); + #ifdef IS_ALL_TEXTURE_STRAIGHT_MOVE + half2 mask_noise = tex2D(_MaskDistortion, i.masknormaltex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed)) * _Time / 5) + float2(0.25f, 0.25f))*_TexPosMove); + mask_noise *= tex2D(_MaskDistortion, i.masknormaltex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed)) * _Time / 4) - float2(0.25f, 0.25f))*_TexPosMove); + mask_noise *= tex2D(_MaskDistortion, i.masknormaltex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed))* _Time / 20) - float2(0.25f, 0.25f))*_TexPosMove); + half2 mask_offset = mask_noise * _MaskOffsetFactor; + #else + half2 mask_noise = tex2D(_MaskDistortion, i.masknormaltex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed)) * _Time / 10) + float2(0.25f, 0.25f)); + mask_noise *= tex2D(_MaskDistortion, i.masknormaltex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed)) * _Time / 10) - float2(0.5f, 0.5f)); + half2 mask_offset = mask_noise * _MaskOffsetFactor; + #endif + i.masktex.xy += mask_offset; + #ifdef IS_USE_SECOND_COLOR + half mask_a = saturate(tex2D(_MaskTex, i.masktex) - (1- saturate(i.color.a*_MaskCutOut))) * fixed_mask * (float(UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2).a)); + #else + half mask_a = saturate(tex2D(_MaskTex, i.masktex) - (1 - saturate(i.color.a*_MaskCutOut))) * fixed_mask * (float(UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor).a)); + #endif + #else + #ifdef IS_USE_SECOND_COLOR + half mask_a = tex.a *_MaskCutOut * i.color.a * float(UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2).a); + #else + half mask_a = tex.a *_MaskCutOut * i.color.a * float(UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor).a); + #endif + #endif + + #ifdef IS_USE_SECOND_COLOR + half4 res = tex * float4(i.color.rgb, 1) * float4(UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2).rgb, 1) * float(UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor)); + #else + half4 res = tex * float4(i.color.rgb,1) * float4(UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor).rgb,1) * float(UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor)); + #endif + half alpha = mask_a * float(UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor)); + res.a = saturate(pow(alpha, 2.0f)); + + #ifdef IS_RIMLIGHT + half rim = 1.0 - saturate(dot(normalize(i.viewDir), i.normal)); + res.rgb += float3(UNITY_ACCESS_INSTANCED_PROP(_RimColor_arr, _RimColor).rgb * pow(rim, _RimScale) * _RimStrength); + #endif + + #ifdef IS_IMPACT + float3 objPos =i.worldPos; + float Impact_alpha = 0.0f; + for (unsigned int index = 0; index < _Points.Length; ++index) + { + float Impact = pow(saturate(frac(1.0 - saturate((_Points[index].w*_ImpactSize) - distance(_Points[index].xyz, objPos.xyz))))*saturate(1.0 - _Points[index].w),2); + Impact_alpha += Impact * _ImpactFactor; + Impact_alpha = pow(Impact_alpha, 1.1f); + } + + res.a += Impact_alpha * 5.0f; + #endif + + #ifdef IS_LINEPASS + half4 linepasstex = tex2D(_LinePassTex, i.linepasscoord.xy); + return res *= linepasstex; + #endif + UNITY_APPLY_FOG_COLOR(i.fogCoord, res, half4(0, 0, 0, 0)); + return res; + } + ENDCG + } + } + } +} \ No newline at end of file diff --git a/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader.meta b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader.meta new file mode 100644 index 00000000..582d1843 --- /dev/null +++ b/Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1d58a8e283100ea4f8435e923e54553e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + 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