diff --git a/Assets/01_Scenes/WhaleAdventure_VR/Rooms/CatsRoom.unity b/Assets/01_Scenes/WhaleAdventure_VR/Rooms/CatsRoom.unity index 6c75862e..e2d3f78e 100644 --- a/Assets/01_Scenes/WhaleAdventure_VR/Rooms/CatsRoom.unity +++ b/Assets/01_Scenes/WhaleAdventure_VR/Rooms/CatsRoom.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4a3b7ee744abcb11b1e2c6a938803a3046f364f4a8b885673c2b601559a2d5f4 -size 1997429 +oid sha256:76e69faebfad2fa3c8c6740c4598192b39e2cc7262cc2f85488433958ee7c763 +size 1997430 diff --git a/Assets/02_Scripts/Managers/CatsRoom/RhythmManager.cs b/Assets/02_Scripts/Managers/CatsRoom/RhythmManager.cs index a707f85f..76ab64aa 100644 --- a/Assets/02_Scripts/Managers/CatsRoom/RhythmManager.cs +++ b/Assets/02_Scripts/Managers/CatsRoom/RhythmManager.cs @@ -1,20 +1,29 @@ using System; using System.Collections.Generic; +using Hovl; using UnityEngine; +using UnityEngine.InputSystem; -public enum Result { Perfect, Good, Miss } +public enum Result { Perfect, Good, Bad, Miss } public class RhythmManager : MonoBehaviour { [SerializeField] private AudioSource _audioSource; [SerializeField] private RhythmChart _currentChart; [SerializeField] private RhythmNoteSpawner _spawner; [SerializeField] private float _leadTime = 2f; // 노트가 생성돼 판정선까지 흐르는 시간(초) + + [Header("판정 윈도우 (초, 절대 시간차 기준)")] + [SerializeField] private float _perfectWindow = 0.05f; + [SerializeField] private float _goodWindow = 0.10f; + [SerializeField] private float _badWindow = 0.15f; // 이 밖이면 입력 무시(헛침) + public float SongTime => _audioSource.time; // 모든 타이밍의 기준 private List SongNoteList; private int _nextNoteIndex; // 다음에 소환할 노트 인덱스 private bool _isPlaying; //곡이 재생 중인지 (종료 감지용) private Func _songTimeProvider; // 노트에 넘길 시간 제공자 (매 스폰마다 람다 재생성 방지용 캐시) + private readonly List _activeNotes = new(); // 화면에 떠 있는(아직 처리 안 된) 노트들 private void Awake() { @@ -35,7 +44,13 @@ private void Update() return; } - if (_isPlaying) SpawnDueNotes(); + if (!_isPlaying) return; + + SpawnDueNotes(); + + // 테스트용: 스페이스로 판정 (실제 VR에서는 컨트롤러/콜라이더 입력으로 교체) + if (Keyboard.current != null && Keyboard.current.spaceKey.wasPressedThisFrame) + OnPlayerInput(); } // SongTime 기준으로 소환할 때가 된 노트들을 순서대로 생성 @@ -47,7 +62,8 @@ private void SpawnDueNotes() { Note note = SongNoteList[_nextNoteIndex]; // spawnTime은 실제 프레임 시각이 아니라 이론값(note.Time - _leadTime)으로 줘야 보간이 정확 - _spawner.SpawnNote(note, note.Time - _leadTime, _songTimeProvider, OnNoteMissed); + RhythmNoteInstance instance = _spawner.SpawnNote(note, note.Time - _leadTime, _songTimeProvider, OnNoteMissed); + _activeNotes.Add(instance); _nextNoteIndex++; } } @@ -62,6 +78,7 @@ public void StartSong() { SongNoteList = _currentChart.GenerateNotes(); _nextNoteIndex = 0; + _activeNotes.Clear(); _audioSource.Play(); _isPlaying = true; @@ -79,19 +96,54 @@ public void StopSong() if (SoundManager.Instance != null) SoundManager.Instance.ExitMinigameMode(); } - // 노트가 판정선을 지나쳐 스스로 Miss 처리될 때 호출 + // 노트가 판정선을 지나쳐 스스로 Miss 처리될 때 호출 (노트는 이미 자기 파괴됨) private void OnNoteMissed(RhythmNoteInstance note) { + _activeNotes.Remove(note); // TODO: 점수/콤보 시스템 연결 시 Miss 반영 + Debug.Log("[Rhythm] Miss (지나침)"); } public void OnPlayerInput() { + if (!_isPlaying || _activeNotes.Count == 0) return; + // 판정선에 가장 가까운(시간차 최소) 노트 탐색 + RhythmNoteInstance target = null; + float bestDiff = float.MaxValue; + foreach (RhythmNoteInstance note in _activeNotes) + { + float diff = Mathf.Abs(SongTime - note.HitTime); + if (diff < bestDiff) + { + bestDiff = diff; + target = note; + } + } + + Result result = Judge(bestDiff); + if (result == Result.Miss) return; // 히트 범위 밖이면 입력 무시 (노트 소비 안 함) + + // 성공 판정 → 히트 이펙트 + 노트 소비 + if (result == Result.Perfect || result == Result.Good) + { + // 이펙트는 노트에서 분리돼 따로 재생되므로 노트를 바로 파괴해도 됨 + if (target.TryGetComponent(out RhythmProjectile projectile)) + projectile.Detonate(); + } + _activeNotes.Remove(target); + Destroy(target.gameObject); + + // TODO: 점수/콤보 시스템 연결 시 result 반영 + Debug.Log($"[Rhythm] {result} (diff {bestDiff:F3}s)"); } + // diff = 절대 시간차(초). 윈도우 안이면 Perfect/Good/Bad, 밖이면 Miss(입력 무시) public Result Judge(float diff) { + if (diff <= _perfectWindow) return Result.Perfect; + if (diff <= _goodWindow) return Result.Good; + if (diff <= _badWindow) return Result.Bad; return Result.Miss; } } diff --git a/Assets/02_Scripts/Rhythm/RhythmNoteInstance.cs b/Assets/02_Scripts/Rhythm/RhythmNoteInstance.cs index b75f6d57..3158ea78 100644 --- a/Assets/02_Scripts/Rhythm/RhythmNoteInstance.cs +++ b/Assets/02_Scripts/Rhythm/RhythmNoteInstance.cs @@ -3,7 +3,7 @@ public class RhythmNoteInstance : MonoBehaviour { - public float HitTime; // 이 노트의 도달 시각 + [HideInInspector] public float HitTime; // 이 노트의 도달 시각 [SerializeField] private float _missWindow = 0.15f; // 판정선을 이만큼 지나면 자동 Miss diff --git a/Assets/02_Scripts/Rhythm/RhythmProjectile.cs b/Assets/02_Scripts/Rhythm/RhythmProjectile.cs new file mode 100644 index 00000000..fe0c00f7 --- /dev/null +++ b/Assets/02_Scripts/Rhythm/RhythmProjectile.cs @@ -0,0 +1,37 @@ +using Hovl; +using UnityEngine; + +// Hovl의 HS_ProjectileMover(에셋)를 "수정하지 않고" 히트 이펙트를 코드로 터뜨리기 위한 서브클래스. +// 핵심: protected 멤버(hit/hitPS/projectilePS/collided)는 '파생 클래스'에서는 접근 가능하다. +// 그래서 에셋 원본은 그대로 두고, 충돌(Collision) 없이 판정 성공 시 Detonate()로 이펙트만 재생한다. +public class RhythmProjectile : HS_ProjectileMover +{ + // 판정 성공 시 호출. 노트가 곧 Destroy되어도 이펙트가 보이도록 노트에서 분리 후 재생. + public void Detonate() + { + if (collided) return; + collided = true; + + // 날아가는 동안의 트레일 파티클은 정지 + if (projectilePS != null) + projectilePS.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); + + // 히트 이펙트 컨테이너(없으면 파티클 본체)를 노트에서 떼어내 현재 위치에서 재생 + GameObject fx = hit != null ? hit : (hitPS != null ? hitPS.gameObject : null); + if (fx == null) return; + + fx.transform.SetParent(null, true); + fx.transform.position = transform.position; + fx.SetActive(true); + + if (hitPS != null) + { + hitPS.Clear(true); + hitPS.Play(true); + } + + // 재생이 끝나면 분리한 이펙트도 정리 + float life = hitPS != null ? hitPS.main.duration + hitPS.main.startLifetime.constantMax : 2f; + Destroy(fx, life); + } +} diff --git a/Assets/02_Scripts/Rhythm/RhythmProjectile.cs.meta b/Assets/02_Scripts/Rhythm/RhythmProjectile.cs.meta new file mode 100644 index 00000000..6fb73218 --- /dev/null +++ b/Assets/02_Scripts/Rhythm/RhythmProjectile.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9840334459414e240b44e1b0cfe4ebb2 \ No newline at end of file diff --git a/Assets/04_Models/Note/Prefabs/MusicNote.prefab b/Assets/04_Models/Note/Prefabs/MusicNote.prefab new file mode 100644 index 00000000..dbd4bedb --- /dev/null +++ b/Assets/04_Models/Note/Prefabs/MusicNote.prefab @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7b607f3e1da8399a5a86d370cab5a4e0c3777bde57f4404e8513fdb1c2e16d10 +size 135562 diff --git a/Assets/04_Models/Note/Prefabs/MusicNote.prefab.meta b/Assets/04_Models/Note/Prefabs/MusicNote.prefab.meta new file mode 100644 index 00000000..30f2aa66 --- /dev/null +++ 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assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/AAA Projectiles Vol 1/Demo scenes/Demo projectiles(Full + particles).unity + uploadId: 883376 diff --git a/Assets/Hovl Studio/AAA Projectiles Vol 1/Demo scenes/Readme.txt b/Assets/Hovl Studio/AAA Projectiles Vol 1/Demo scenes/Readme.txt new file mode 100644 index 00000000..d734e579 --- /dev/null +++ b/Assets/Hovl Studio/AAA Projectiles Vol 1/Demo scenes/Readme.txt @@ -0,0 +1,145 @@ +Asset Creator - Vladyslav Horobets (Hovl). +All that is in the folder "AAA Projectiles" can be used in commerce, even demo scene files. +----------------------------------------------------- + +If you want to use post-effects like in the demo video: +https://youtu.be/hZSZ2Q8MF3k + +Using: + +1) Shaders +1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor. +1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible). + If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS. +1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP! +1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system. + +2)Light. +2.1)You can disable light in the main effect component (delete light and disable light in PS). + Light strongly loads the game if you don't use light probes or something else. + +3)Scripts +HS_ProjectileMover — Documentation + +Description +HS_ProjectileMover controls the movement, collision behavior, and visual effects of projectile objects. +It handles projectile speed, hit effects, particle systems, detached VFX elements, and supports both destruction and pooling workflows. + +The script is designed for VFX projectiles used in spells, bullets, energy blasts, or similar effects. + +Main Features: + +Moves projectile forward using Rigidbody velocity +Spawns hit effects on collision +Supports pooled projectiles (reuse instead of destroy) +Handles particle systems properly on impact +Allows detached particle effects to continue playing after collision +Automatically restores detached objects when projectile is reused + +Key Parameters: + +Speed - +Controls the forward velocity of the projectile. +Hit Offset - +Moves the hit effect slightly away from the surface normal to avoid clipping. +Use Fire Point Rotation - +If enabled, the hit effect rotation will match the fire point orientation. +Rotation Offset - +Optional rotation override applied to the hit effect. +Hit - +GameObject used as the hit effect container. +Hit PS - +Particle system played when the projectile collides. +Flash - +Optional muzzle flash object that detaches on spawn. +Projectile PS - +Main projectile particle system. +Detached - +Array of objects that contain particle systems (such as trails or smoke). +These objects detach on impact so their particles can finish playing naturally. + +Components: + +RB - +Rigidbody used for projectile movement. +Col - +Collider used for collision detection. +Light Source - +Optional light attached to the projectile. + +Lifetime Settings + +Not Destroy +If enabled, the projectile will be disabled instead of destroyed. +This allows it to be reused with an object pool. + +Life Time +Maximum lifetime of the projectile if it does not hit anything. + +Detached Life Time +How long detached particle objects remain alive after impact. + +Collision Behavior + +When the projectile collides: + +Rigidbody movement is stopped +Light and collider are disabled +Projectile particle emission stops +Hit effect is positioned and played +Detached objects are unparented +Detached particle systems stop emitting but existing particles finish their lifetime + +If Not Destroy is enabled: +The projectile will be disabled after the hit effect finishes +Detached objects will be restored when the projectile is reused + +If Not Destroy is disabled: +The projectile will be destroyed after the hit effect duration +Detached objects will be destroyed after Detached Life Time + +Detached Objects Logic: +Detached objects must be child objects of the projectile. +Each detached object can contain multiple particle systems. + +On collision: +The object is unparented +Emission stops +Existing particles finish their lifetime +If pooling is enabled, the objects are restored to their original parent when the projectile is reactivated. + +Typical Use Case: +Projectile Prefab Structure Example + +Projectile +├── Mesh +├── Collider +├── Rigidbody +├── Projectile_PS +├── Flash +└── Detached_Trail +├── Smoke +└── Sparks + +Pooling Support + +When using an object pool: + +Set: +Not Destroy = true +The projectile will be disabled instead of destroyed and can be reused safely. +Detached particle objects will automatically return to their original positions when the projectile is activated again. + +Notes: +Detached objects should only contain particle systems. +Ensure Rigidbody and Collider references are assigned. +Projectile should face forward 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file mode 100644 index 00000000..b42ec16d --- /dev/null +++ b/Assets/Hovl Studio/AAA Projectiles Vol 2/Demo scene/Readme.txt @@ -0,0 +1,155 @@ +Asset Creator - Vladyslav Horobets (Hovl). +All that is in the folder "AAA Projectiles" can be used in commerce, even demo scene files. +----------------------------------------------------- + +If you want to use post-effects like in the demo video: +https://youtu.be/hZSZ2Q8MF3k + +Using: + +1) Shaders +1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor. +1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible). + If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS. +1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP! +1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system. + +2)Light +2.1)You can disable light in the main effect component (delete light and disable light in PS). + Light strongly loads the game if you don't use light probes or something else. + +3)Scripts +HS_ProjectileMover — Documentation + +Description +HS_ProjectileMover controls the movement, collision behavior, and visual effects of projectile objects. +It handles projectile speed, hit effects, particle systems, detached VFX elements, and supports both destruction and pooling workflows. + +The script is designed for VFX projectiles used in spells, bullets, energy blasts, or similar effects. + +Main Features: + +Moves projectile forward using Rigidbody velocity +Spawns hit effects on collision +Supports pooled projectiles (reuse instead of destroy) +Handles particle systems properly on impact +Allows detached particle effects to continue playing after collision +Automatically restores detached objects when projectile is reused + +Key Parameters: + +Speed - +Controls the forward velocity of the projectile. +Hit Offset - +Moves the hit effect slightly away from the surface normal to avoid clipping. +Use Fire Point Rotation - +If enabled, the hit effect rotation will match the fire point orientation. +Rotation Offset - +Optional rotation override applied to the hit effect. +Hit - +GameObject used as the hit effect container. +Hit PS - +Particle system played when the projectile collides. +Flash - +Optional muzzle flash object that detaches on spawn. +Projectile PS - +Main projectile particle system. +Detached - +Array of objects that contain particle systems (such as trails or smoke). +These objects detach on impact so their particles can finish playing naturally. + +Components: + +RB - +Rigidbody used for projectile movement. +Col - +Collider used for collision detection. +Light Source - +Optional light attached to the projectile. + +Lifetime Settings + +Not Destroy +If enabled, the projectile will be disabled instead of destroyed. +This allows it to be reused with an object pool. + +Life Time +Maximum lifetime of the projectile if it does not hit anything. + +Detached Life Time +How long detached particle objects remain alive after impact. + +Collision Behavior + +When the projectile collides: + +Rigidbody movement is stopped +Light and collider are disabled +Projectile particle emission stops +Hit effect is positioned and played +Detached objects are unparented +Detached particle systems stop emitting but existing particles finish their lifetime + +If Not Destroy is enabled: +The projectile will be disabled after the hit effect finishes +Detached objects will be restored when the projectile is reused + +If Not Destroy is disabled: +The projectile will be destroyed after the hit effect duration +Detached objects will be destroyed after Detached Life Time + +Detached Objects Logic: +Detached objects must be child objects of the projectile. +Each detached object can contain multiple particle systems. + +On collision: +The object is unparented +Emission stops +Existing particles finish their lifetime +If pooling is enabled, the objects are restored to their original parent when the projectile is reactivated. + +Typical Use Case: +Projectile Prefab Structure Example + +Projectile +├── Mesh +├── Collider +├── Rigidbody +├── Projectile_PS +├── Flash +└── Detached_Trail +├── Smoke +└── Sparks + +Pooling Support + +When using an object pool: + +Set: +Not Destroy = true +The projectile will be disabled instead of destroyed and can be reused safely. +Detached particle objects will automatically return to their original positions when the projectile is activated again. + +Notes: +Detached objects should only contain particle systems. +Ensure Rigidbody and Collider references are assigned. +Projectile should face forward in the Z direction for correct movement. + + +4)How to modify the existing prefabs +4.1)If you reduce projectile speed, you also need to find the “Trail” tab in the particle system and increase the trail's lifetime. + You also need to increase the Duration and Lifetime in all components with a particle system. + When increasing speed, do the opposite. +4.2)When resizing projectiles, you need to change the value Emission> rate over distance if it exists in one of the components. + If you double the size, you need to halve the "rate over distance" value. + When reducing the size, do the opposite! +4.3)All Hits and Flashes can be resized using "transform" in the main component. +4.4)Tutorial how to make target projectile: https://www.youtube.com/watch?v=LJLWNnqAjQ4 + +5)Quality +5.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings. + +BiRP, URP or HDRP support is here --> Tools > RP changer for Hovl Studio Assets + +Contact me if you have any 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a/Assets/Hovl Studio/HSFiles/Scripts/Editor/ShaderChanger.cs b/Assets/Hovl Studio/HSFiles/Scripts/Editor/ShaderChanger.cs new file mode 100644 index 00000000..042db51a --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/Editor/ShaderChanger.cs @@ -0,0 +1,392 @@ +#if UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.IO; + +namespace HovlStudio +{ + [InitializeOnLoad] + public class RPChanger : EditorWindow + { + [InitializeOnLoadMethod] + private static void LoadWindow() + { + string[] checkAsset = AssetDatabase.FindAssets("HSstartupCheck"); + foreach (var guid in checkAsset) + { + ShowWindow(); + AssetDatabase.DeleteAsset(AssetDatabase.GUIDToAssetPath(guid)); + } + } + + static private int pipeline; + [MenuItem("Tools/RP changer for Hovl Studio assets")] + + public static void ShowWindow() + { + RPChanger window = (RPChanger)EditorWindow.GetWindow(typeof(RPChanger)); + window.minSize = new Vector2(250, 140); + window.maxSize = new Vector2(250, 140); + } + + public void OnGUI() + { + GUILayout.Label("Change VFX shaders to:"); + if (GUILayout.Button("URP/HDRP")) + { + FindShaders(); + ChangeToSG(); + } + if (GUILayout.Button("Built-in RP")) + { + FindShaders(); + ChangeToBiRP(); + } + GUILayout.Label("Don't forget to enable Depth and Opaque\ncheck-buttons in your URP asset seeting.", GUILayout.ExpandWidth(true)); + } + + static Shader Add_CG, Blend_CG, LightGlow, Lit_CenterGlow, Blend_TwoSides, Blend_Normals, Ice, Distortion, ParallaxIce, BlendDistort, VolumeLaser, Explosion, SwordSlash, ShockWave, SoftNoise; + static Shader Blend_CG_SG, LightGlow_SG, Lit_CenterGlow_SG, Blend_TwoSides_SG, Blend_Normals_SG, Ice_SG, Distortion_SG, ParallaxIce_SG, + BlendDistort_SG, VolumeLaser_SG, Explosion_SG, SwordSlash_SG, ShockWave_SG, SoftNoise_SG; + static Material[] shaderMaterials; + + private static void FindShaders() + { + if (Shader.Find("Hovl/Particles/Add_CenterGlow") != null) Add_CG = Shader.Find("Hovl/Particles/Add_CenterGlow"); + if (Shader.Find("Hovl/Particles/Blend_CenterGlow") != null) Blend_CG = Shader.Find("Hovl/Particles/Blend_CenterGlow"); + if (Shader.Find("Hovl/Particles/LightGlow") != null) LightGlow = Shader.Find("Hovl/Particles/LightGlow"); + if (Shader.Find("Hovl/Particles/Lit_CenterGlow") != null) Lit_CenterGlow = Shader.Find("Hovl/Particles/Lit_CenterGlow"); + if (Shader.Find("Hovl/Particles/Blend_TwoSides") != null) Blend_TwoSides = Shader.Find("Hovl/Particles/Blend_TwoSides"); + if (Shader.Find("Hovl/Particles/Blend_Normals") != null) Blend_Normals = Shader.Find("Hovl/Particles/Blend_Normals"); + if (Shader.Find("Hovl/Particles/Ice") != null) Ice = Shader.Find("Hovl/Particles/Ice"); + if (Shader.Find("Hovl/Particles/Distortion") != null) Distortion = Shader.Find("Hovl/Particles/Distortion"); + if (Shader.Find("Hovl/Opaque/ParallaxIce") != null) ParallaxIce = Shader.Find("Hovl/Opaque/ParallaxIce"); + if (Shader.Find("Hovl/Particles/BlendDistort") != null) BlendDistort = Shader.Find("Hovl/Particles/BlendDistort"); + if (Shader.Find("Hovl/Particles/VolumeLaser") != null) VolumeLaser = Shader.Find("Hovl/Particles/VolumeLaser"); + if (Shader.Find("Hovl/Particles/Explosion") != null) Explosion = Shader.Find("Hovl/Particles/Explosion"); + if (Shader.Find("Hovl/Particles/SwordSlash") != null) SwordSlash = Shader.Find("Hovl/Particles/SwordSlash"); + if (Shader.Find("Hovl/Particles/ShockWave") != null) ShockWave = Shader.Find("Hovl/Particles/ShockWave"); + if (Shader.Find("Hovl/Particles/SoftNoise") != null) SoftNoise = Shader.Find("Hovl/Particles/SoftNoise"); + + if (Shader.Find("Shader Graphs/HS_LightGlow") != null) LightGlow_SG = Shader.Find("Shader Graphs/HS_LightGlow"); + if (Shader.Find("Shader Graphs/HS_Lit_CenterGlow") != null) Lit_CenterGlow_SG = Shader.Find("Shader Graphs/HS_Lit_CenterGlow"); + if (Shader.Find("Shader Graphs/HS_Blend_TwoSides") != null) Blend_TwoSides_SG = Shader.Find("Shader Graphs/HS_Blend_TwoSides"); + if (Shader.Find("Shader Graphs/HS_Blend_Normals") != null) Blend_Normals_SG = Shader.Find("Shader Graphs/HS_Blend_Normals"); + if (Shader.Find("Shader Graphs/HS_Ice") != null) Ice_SG = Shader.Find("Shader Graphs/HS_Ice"); + if (Shader.Find("Shader Graphs/HS_Distortion") != null) Distortion_SG = Shader.Find("Shader Graphs/HS_Distortion"); + if (Shader.Find("Shader Graphs/HS_ParallaxIce") != null) ParallaxIce_SG = Shader.Find("Shader Graphs/HS_ParallaxIce"); + if (Shader.Find("Shader Graphs/HS_Blend_CG") != null) Blend_CG_SG = Shader.Find("Shader Graphs/HS_Blend_CG"); + if (Shader.Find("Shader Graphs/HS_BlendDistort") != null) BlendDistort_SG = Shader.Find("Shader Graphs/HS_BlendDistort"); + if (Shader.Find("Shader Graphs/HS_VolumeLaser") != null) VolumeLaser_SG = Shader.Find("Shader Graphs/HS_VolumeLaser"); + if (Shader.Find("Shader Graphs/HS_Explosion") != null) Explosion_SG = Shader.Find("Shader Graphs/HS_Explosion"); + if (Shader.Find("Shader Graphs/HS_SwordSlash") != null) SwordSlash_SG = Shader.Find("Shader Graphs/HS_SwordSlash"); + if (Shader.Find("Shader Graphs/HS_ShockWave") != null) ShockWave_SG = Shader.Find("Shader Graphs/HS_ShockWave"); + if (Shader.Find("Shader Graphs/HS_SoftNoise") != null) SoftNoise_SG = Shader.Find("Shader Graphs/HS_SoftNoise"); + + string[] folderMat = AssetDatabase.FindAssets("t:Material", new[] { "Assets" }); + shaderMaterials = new Material[folderMat.Length]; + + for (int i = 0; i < folderMat.Length; i++) + { + var patch = AssetDatabase.GUIDToAssetPath(folderMat[i]); + shaderMaterials[i] = (Material)AssetDatabase.LoadAssetAtPath(patch, typeof(Material)); + } + } + + static private void ChangeToSG() + { + foreach (var material in shaderMaterials) + { + + if (Shader.Find("Shader Graphs/HS_LightGlow") != null) + { + if (material.shader == LightGlow) + { + material.shader = LightGlow_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_Lit_CenterGlow") != null) + { + if (material.shader == Lit_CenterGlow) + { + material.shader = Lit_CenterGlow_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_Blend_TwoSides") != null) + { + if (material.shader == Blend_TwoSides) + { + material.shader = Blend_TwoSides_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_Blend_Normals") != null) + { + if (material.shader == Blend_Normals) + { + material.shader = Blend_Normals_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_Ice") != null) + { + if (material.shader == Ice) + { + material.shader = Ice_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_ParallaxIce") != null) + { + if (material.shader == ParallaxIce) + { + material.shader = ParallaxIce_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_Distortion") != null) + { + if (material.shader == Distortion) + { + material.SetFloat("_ZWrite", 0); + material.shader = Distortion_SG; + material.SetFloat("_QueueControl", 1); + material.SetFloat("_BUILTIN_QueueControl", 1); + material.renderQueue = 2750; + } + } + + if (Shader.Find("Shader Graphs/HS_Blend_CG") != null) + { + if (material.shader == Add_CG) + { + if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); + var cull = material.GetFloat("_CullMode"); + material.shader = Blend_CG_SG; + material.SetFloat("_Cull", cull); + material.SetFloat("_Blend", 2); + material.SetFloat("_DstBlend", 1); + material.SetFloat("_SrcBlend", 5); + material.SetFloat("_BUILTIN_CullMode", cull); + material.SetFloat("_BUILTIN_Blend", 2); + material.SetFloat("_BUILTIN_DstBlend", 1); + material.SetFloat("_BUILTIN_SrcBlend", 5); + Debug.Log("Shaders changed successfully"); + } + if (material.shader == Blend_CG) + { + if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); + material.shader = Blend_CG_SG; + + } + } + else Debug.Log("First import shaders!"); + + if (Shader.Find("Shader Graphs/HS_BlendDistort") != null) + { + if (material.shader == BlendDistort) + { + if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); + material.shader = BlendDistort_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_VolumeLaser") != null) + { + if (material.shader == VolumeLaser) + { + material.shader = VolumeLaser_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_Explosion") != null) + { + if (material.shader == Explosion) + { + material.shader = Explosion_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_SwordSlash") != null) + { + if (material.shader == SwordSlash) + { + if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); + material.shader = SwordSlash_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_ShockWave") != null) + { + if (material.shader == ShockWave) + { + if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); + material.shader = ShockWave_SG; + } + } + + if (Shader.Find("Shader Graphs/HS_SoftNoise") != null) + { + if (material.shader == SoftNoise) + { + if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0); + material.shader = SoftNoise_SG; + } + } + } + } + static private void ChangeToBiRP() + { + foreach (var material in shaderMaterials) + { + if (Shader.Find("Hovl/Particles/LightGlow") != null) + { + if (material.shader == LightGlow_SG) + { + material.shader = LightGlow; + } + } + if (Shader.Find("Hovl/Particles/Lit_CenterGlow") != null) + { + if (material.shader == Lit_CenterGlow_SG) + { + material.shader = Lit_CenterGlow; + } + } + if (Shader.Find("Hovl/Particles/Blend_TwoSides") != null) + { + if (material.shader == Blend_TwoSides_SG) + { + material.shader = Blend_TwoSides; + } + } + if (Shader.Find("Hovl/Particles/Blend_Normals") != null) + { + if (material.shader == Blend_Normals_SG) + { + material.shader = Blend_Normals; + } + } + if (Shader.Find("Hovl/Particles/Ice") != null) + { + if (material.shader == Ice_SG) + { + material.shader = Ice; + } + } + if (Shader.Find("Hovl/Opaque/ParallaxIce") != null) + { + if (material.shader == ParallaxIce_SG) + { + material.shader = ParallaxIce; + } + } + if (Shader.Find("Hovl/Particles/Distortion") != null) + { + if (material.shader == Distortion_SG) + { + material.shader = Distortion; + material.renderQueue = 2750; + } + } + if (Shader.Find("Hovl/Particles/Add_CenterGlow") != null) + { + if (material.shader == Blend_CG_SG) + { + if (material.HasProperty("_Blend")) + { + float blend = material.GetFloat("_Blend"); + if (blend == 2) + { + material.shader = Add_CG; + Debug.Log("Shaders changed successfully"); + } + } + if (material.HasProperty("_BUILTIN_Blend")) + { + float blend = material.GetFloat("_BUILTIN_Blend"); + if (blend == 2) + { + material.shader = Add_CG; + Debug.Log("Shaders changed successfully"); + } + } + } + } + if (Shader.Find("Hovl/Particles/Blend_CenterGlow") != null) + { + if (material.shader == Blend_CG_SG) + { + if (material.HasProperty("_Blend")) + { + float blend = material.GetFloat("_Blend"); + if (blend == 0) + { + material.shader = Blend_CG; + Debug.Log("Shaders changed successfully"); + } + } + if (material.HasProperty("_BUILTIN_Blend")) + { + float blend = material.GetFloat("_BUILTIN_Blend"); + if (blend == 0) + { + material.shader = Blend_CG; + Debug.Log("Shaders changed successfully"); + } + } + } + } + if (Shader.Find("Hovl/Particles/BlendDistort") != null) + { + if (material.shader == BlendDistort_SG) + { + material.shader = BlendDistort; + } + } + if (Shader.Find("Hovl/Particles/VolumeLaser") != null) + { + if (material.shader == VolumeLaser_SG) + { + material.shader = VolumeLaser; + } + } + if (Shader.Find("Hovl/Particles/Explosion") != null) + { + if (material.shader == Explosion_SG) + { + material.shader = Explosion; + } + } + if (Shader.Find("Hovl/Particles/SwordSlash") != null) + { + if (material.shader == SwordSlash_SG) + { + material.shader = SwordSlash; + } + } + + if (Shader.Find("Hovl/Particles/ShockWave") != null) + { + if (material.shader == ShockWave_SG) + { + material.shader = ShockWave; + } + } + if (Shader.Find("Hovl/Particles/SoftNoise") != null) + { + if (material.shader == SoftNoise_SG) + { + material.shader = SoftNoise; + } + } + } + } + + } +} +#endif \ No newline at end of file diff --git a/Assets/Hovl Studio/HSFiles/Scripts/Editor/ShaderChanger.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/Editor/ShaderChanger.cs.meta new file mode 100644 index 00000000..061af721 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/Editor/ShaderChanger.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: f76f4e3a0234d194da27af11ef7f4bdf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/Editor/ShaderChanger.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes.meta b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes.meta new file mode 100644 index 00000000..6288486a --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7ad4059f21de6304198b890b5cbaf58d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraController.cs b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraController.cs new file mode 100644 index 00000000..1db8c57b --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraController.cs @@ -0,0 +1,103 @@ +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization.Formatters; +using System; +using UnityEngine; + +public class HS_CameraController : MonoBehaviour +{ + //camera holder + public Transform Holder; + public Vector3 cameraPos = new Vector3(0, 0, 0); + public float currDistance = 5.0f; + public float xRotate = 250.0f; + public float yRotate = 120.0f; + public float yMinLimit = -20f; + public float yMaxLimit = 80f; + public float prevDistance; + private float x = 0.0f; + private float y = 0.0f; + + //For camera colliding + RaycastHit hit; + public LayerMask collidingLayers = ~0; //Target marker can only collide with scene layer + private float distanceHit; + + void Start() + { + var angles = transform.eulerAngles; + x = angles.y; + y = angles.x; + } + + void LateUpdate() + { + if (currDistance < 2) + { + currDistance = 2; + } + + // (currDistance - 2) / 3.5f - constant for far camera position + var targetPos = Holder.position + new Vector3(0, (distanceHit - 2) / 3f + cameraPos[1], 0); + + currDistance -= Input.GetAxis("Mouse ScrollWheel") * 2; + if (Holder) + { + var pos = Input.mousePosition; + float dpiScale = 1; + if (Screen.dpi < 1) dpiScale = 1; + if (Screen.dpi < 200) dpiScale = 1; + else dpiScale = Screen.dpi / 200f; + if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return; + Cursor.visible = false; + Cursor.lockState = CursorLockMode.Locked; + x += (float)(Input.GetAxis("Mouse X") * xRotate * 0.02); + y -= (float)(Input.GetAxis("Mouse Y") * yRotate * 0.02); + y = ClampAngle(y, yMinLimit, yMaxLimit); + var rotation = Quaternion.Euler(y, x, 0); + var position = rotation * new Vector3(cameraPos[2], 0, -currDistance) + targetPos; + //If camera collide with collidingLayers move it to this point. + if (Physics.Raycast(targetPos, position - targetPos, out hit, (position - targetPos).magnitude, collidingLayers)) + { + transform.position = hit.point; + //Min(4) distance from ground for camera target point + distanceHit = Mathf.Clamp(Vector3.Distance(targetPos, hit.point), 4, 600); + + } + else + { + transform.position = position; + distanceHit = currDistance; + } + transform.rotation = rotation; + } + else + { + Cursor.visible = true; + Cursor.lockState = CursorLockMode.None; + } + + if (prevDistance != currDistance) + { + prevDistance = currDistance; + var rot = Quaternion.Euler(y, x, 0); + // (currDistance - 2) / 3.5f - constant for far camera position + var po = rot * new Vector3(cameraPos[2], 0, -currDistance) + targetPos; + transform.rotation = rot; + transform.position = po; + } + } + + static float ClampAngle(float angle, float min, float max) + { + if (angle < -360) + { + angle += 360; + } + if (angle > 360) + { + angle -= 360; + } + return Mathf.Clamp(angle, min, max); + } +} \ No newline at end of file diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraController.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraController.cs.meta new file mode 100644 index 00000000..d2967edb --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraController.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: a4ca5efb641d8634a9ec2fdc65f1f7d2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraController.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraShaker.cs b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraShaker.cs new file mode 100644 index 00000000..0471ca12 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraShaker.cs @@ -0,0 +1,76 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HS_CameraShaker : MonoBehaviour +{ + public Transform cameraObject; + public float amplitude; + public float frequency; + public float duration; + public float timeRemaining; + private Vector3 noiseOffset; + private Vector3 noise; + private AnimationCurve smoothCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f, Mathf.Deg2Rad * 0.0f, Mathf.Deg2Rad * 720.0f), new Keyframe(0.2f, 1.0f), new Keyframe(1.0f, 0.0f)); + + void Start() + { + float rand = 32.0f; + noiseOffset.x = Random.Range(0.0f, rand); + noiseOffset.y = Random.Range(0.0f, rand); + noiseOffset.z = Random.Range(0.0f, rand); + } + + public IEnumerator Shake(float amp, float freq, float dur, float wait) + { + yield return new WaitForSeconds(wait); + float rand = 32.0f; + noiseOffset.x = Random.Range(0.0f, rand); + noiseOffset.y = Random.Range(0.0f, rand); + noiseOffset.z = Random.Range(0.0f, rand); + amplitude = amp; + frequency = freq; + duration = dur; + timeRemaining += dur; + if (timeRemaining > dur) + { + timeRemaining = dur; + } + } + + void Update() + { + if (timeRemaining <= 0) + return; + + float deltaTime = Time.deltaTime; + timeRemaining -= deltaTime; + float noiseOffsetDelta = deltaTime * frequency; + + noiseOffset.x += noiseOffsetDelta; + noiseOffset.y += noiseOffsetDelta; + noiseOffset.z += noiseOffsetDelta; + + noise.x = Mathf.PerlinNoise(noiseOffset.x, 0.0f); + noise.y = Mathf.PerlinNoise(noiseOffset.y, 1.0f); + noise.z = Mathf.PerlinNoise(noiseOffset.z, 2.0f); + + noise -= Vector3.one * 0.5f; + noise *= amplitude; + + float agePercent = 1.0f - (timeRemaining / duration); + noise *= smoothCurve.Evaluate(agePercent); + } + + void LateUpdate() + { + if (timeRemaining <= 0) + return; + Vector3 positionOffset = Vector3.zero; + Vector3 rotationOffset = Vector3.zero; + positionOffset += noise; + rotationOffset += noise; + cameraObject.transform.localPosition = positionOffset; + cameraObject.transform.localEulerAngles = rotationOffset; + } +} diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraShaker.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraShaker.cs.meta new file mode 100644 index 00000000..009e8994 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraShaker.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: c9da73e1bfedb57418eb344344877d2f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_CameraShaker.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting.cs b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting.cs new file mode 100644 index 00000000..046a7481 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting.cs @@ -0,0 +1,355 @@ +using System.Collections.Generic; +using UnityEngine; +#if ENABLE_INPUT_SYSTEM +using UnityEngine.InputSystem; +#endif + +namespace Hovl +{ + public class HS_DemoShooting : MonoBehaviour + { + [Header("Fire rate")] + [Range(0.01f, 1f)] + public float fireRate = 0.1f; + float fireCountdown; + + [Header("References")] + [SerializeField] Transform firePoint; + [SerializeField] Camera cam; + [SerializeField] Animation camAnim; + + [Header("Projectile settings")] + [SerializeField] float maxLength = 100f; + [SerializeField] GameObject[] prefabs; + + [Header("Pooling")] + [SerializeField] int maxPoolSizePerPrefab = 40; + + [Header("Projectile switching")] + [SerializeField] float switchDelay = 0.4f; + + int currentPrefabIndex; + float buttonSaver; + + static Transform globalPoolRoot; + + // key = prefab instance id, value = pool list + static readonly Dictionary> pools = new Dictionary>(); + static readonly Dictionary poolParents = new Dictionary(); + + void Awake() + { + EnsureGlobalPool(); + + if (cam == null) + cam = Camera.main; + } + + void Start() + { + Counter(0); + } + + void Update() + { + HandleShooting(); + HandleProjectileSwitch(); + HandleRotation(); + + if (fireCountdown > 0f) + fireCountdown -= Time.deltaTime; + + buttonSaver += Time.deltaTime; + } + + void HandleShooting() + { + if (IsFirePressedThisFrame()) + { + Shoot(); + } + + if (IsFastFireHeld() && fireCountdown <= 0f) + { + Shoot(); + fireCountdown = fireRate; + } + } + + void HandleProjectileSwitch() + { + float horizontal = GetHorizontalInput(); + + if (horizontal < 0f && buttonSaver >= switchDelay) + { + buttonSaver = 0f; + Counter(-1); + } + else if (horizontal > 0f && buttonSaver >= switchDelay) + { + buttonSaver = 0f; + Counter(1); + } + } + + void HandleRotation() + { + if (cam == null) + return; + + Vector2 pointerPosition = GetPointerScreenPosition(); + Ray ray = cam.ScreenPointToRay(pointerPosition); + + if (Physics.Raycast(ray, out RaycastHit hit, maxLength)) + { + RotateToMouseDirection(hit.point); + } + } + + void Shoot() + { + if (prefabs == null || prefabs.Length == 0) + return; + + if (firePoint == null) + { + Debug.LogWarning("HS_DemoShooting: FirePoint is not assigned."); + return; + } + + GameObject prefab = prefabs[currentPrefabIndex]; + if (prefab == null) + return; + + GameObject projectile = GetProjectile(prefab); + if (projectile == null) + return; + + if (camAnim != null && camAnim.clip != null) + camAnim.Play(camAnim.clip.name); + + Transform projectileTransform = projectile.transform; + projectileTransform.SetParent(null, false); + projectileTransform.SetPositionAndRotation(firePoint.position, firePoint.rotation); + + Rigidbody rb = projectile.GetComponent(); + if (rb != null) + { +#if UNITY_6000_0_OR_NEWER + rb.linearVelocity = Vector3.zero; +#else + rb.velocity = Vector3.zero; +#endif + rb.angularVelocity = Vector3.zero; + } + + projectile.SetActive(true); + + IPooledProjectile pooledProjectile = projectile.GetComponent(); + if (pooledProjectile != null) + pooledProjectile.OnSpawnedFromPool(); + } + + GameObject GetProjectile(GameObject prefab) + { + if (prefab == null) + return null; + + int prefabId = prefab.GetInstanceID(); + + if (!pools.TryGetValue(prefabId, out List pool)) + { + pool = new List(); + pools[prefabId] = pool; + } + + CleanupDestroyedObjects(pool); + + for (int i = 0; i < pool.Count; i++) + { + GameObject pooledObject = pool[i]; + + if (pooledObject == null) + continue; + + if (!pooledObject.activeInHierarchy) + return pooledObject; + } + + if (GetValidObjectCount(pool) >= maxPoolSizePerPrefab) + return null; + + GameObject newProjectile = CreateProjectile(prefab, prefabId); + if (newProjectile != null) + pool.Add(newProjectile); + + return newProjectile; + } + + void CleanupDestroyedObjects(List pool) + { + for (int i = pool.Count - 1; i >= 0; i--) + { + if (pool[i] == null) + pool.RemoveAt(i); + } + } + + int GetValidObjectCount(List pool) + { + int count = 0; + + for (int i = 0; i < pool.Count; i++) + { + if (pool[i] != null) + count++; + } + + return count; + } + + GameObject CreateProjectile(GameObject prefab, int prefabId) + { + Transform parent = GetOrCreatePoolParent(prefab, prefabId); + + GameObject newProjectile = Instantiate(prefab, parent); + newProjectile.SetActive(false); + + return newProjectile; + } + + Transform GetOrCreatePoolParent(GameObject prefab, int prefabId) + { + if (poolParents.TryGetValue(prefabId, out Transform existingParent) && existingParent != null) + return existingParent; + + GameObject parentObject = new GameObject(prefab.name + "_Pool"); + parentObject.transform.SetParent(globalPoolRoot); + poolParents[prefabId] = parentObject.transform; + + return parentObject.transform; + } + + static void EnsureGlobalPool() + { + if (globalPoolRoot != null) + return; + + GameObject existing = GameObject.Find("Hovl_GlobalProjectilePool"); + if (existing != null) + { + globalPoolRoot = existing.transform; + DontDestroyOnLoad(existing); + return; + } + + GameObject poolObject = new GameObject("Hovl_GlobalProjectilePool"); + DontDestroyOnLoad(poolObject); + globalPoolRoot = poolObject.transform; + } + + void Counter(int count) + { + if (prefabs == null || prefabs.Length == 0) + return; + + currentPrefabIndex += count; + + if (currentPrefabIndex >= prefabs.Length) + currentPrefabIndex = 0; + else if (currentPrefabIndex < 0) + currentPrefabIndex = prefabs.Length - 1; + } + + void RotateToMouseDirection(Vector3 destination) + { + Vector3 direction = destination - transform.position; + + if (direction.sqrMagnitude <= 0.0001f) + return; + + transform.rotation = Quaternion.LookRotation(direction); + } + + bool IsFirePressedThisFrame() + { +#if ENABLE_INPUT_SYSTEM + if (Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame) + return true; +#endif + +#if ENABLE_LEGACY_INPUT_MANAGER + if (Input.GetButtonDown("Fire1")) + return true; +#endif + + return false; + } + + bool IsFastFireHeld() + { +#if ENABLE_INPUT_SYSTEM + if (Mouse.current != null && Mouse.current.rightButton.isPressed) + return true; +#endif + +#if ENABLE_LEGACY_INPUT_MANAGER + if (Input.GetMouseButton(1)) + return true; +#endif + + return false; + } + + float GetHorizontalInput() + { + float horizontal = 0f; + +#if ENABLE_INPUT_SYSTEM + if (Keyboard.current != null) + { + if (Keyboard.current.aKey.isPressed) + horizontal -= 1f; + + if (Keyboard.current.dKey.isPressed) + horizontal += 1f; + } +#endif + +#if ENABLE_LEGACY_INPUT_MANAGER + if (Mathf.Approximately(horizontal, 0f)) + { + if (Input.GetKey(KeyCode.A)) + horizontal -= 1f; + + if (Input.GetKey(KeyCode.D)) + horizontal += 1f; + + if (Mathf.Approximately(horizontal, 0f)) + horizontal = Input.GetAxisRaw("Horizontal"); + } +#endif + + return Mathf.Clamp(horizontal, -1f, 1f); + } + + Vector2 GetPointerScreenPosition() + { +#if ENABLE_INPUT_SYSTEM + if (Mouse.current != null) + return Mouse.current.position.ReadValue(); +#endif + +#if ENABLE_LEGACY_INPUT_MANAGER + return Input.mousePosition; +#else + return Vector2.zero; +#endif + } + } + + public interface IPooledProjectile + { + void OnSpawnedFromPool(); + } +} \ No newline at end of file diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting.cs.meta new file mode 100644 index 00000000..ec3895bf --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 0015164b45b01e24499396ed322983f5 +timeCreated: 1536001444 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting2D.cs b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting2D.cs new file mode 100644 index 00000000..0f262ad6 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting2D.cs @@ -0,0 +1,101 @@ +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization.Formatters; +using System; +using UnityEngine; + +public class HS_DemoShooting2D : MonoBehaviour +{ + public GameObject FirePoint; + public Camera Cam; + public float MaxLength; + public GameObject[] Prefabs; + + private Ray RayMouse; + private Vector3 direction; + private Quaternion rotation; + + [Header("GUI")] + private float windowDpi; + private int Prefab; + private GameObject Instance; + private float hSliderValue = 0.1f; + private float fireCountdown = 0f; + + //Double-click protection + private float buttonSaver = 0f; + + void Start() + { + if (Screen.dpi < 1) windowDpi = 1; + if (Screen.dpi < 200) windowDpi = 1; + else windowDpi = Screen.dpi / 200f; + Counter(0); + } + + void Update() + { + //Single shoot + if (Input.GetButtonDown("Fire1")) + { + Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation); + } + + //Fast shooting + if (Input.GetMouseButton(1) && fireCountdown <= 0f) + { + Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation); + fireCountdown = 0; + fireCountdown += hSliderValue; + } + fireCountdown -= Time.deltaTime; + + //To change projectiles + if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button + { + buttonSaver = 0f; + Counter(-1); + } + if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button + { + buttonSaver = 0f; + Counter(+1); + } + buttonSaver += Time.deltaTime; + + //To rotate fire point + if (Cam != null) + { + var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); + transform.rotation = Quaternion.LookRotation(Vector3.forward, mousePos - transform.position); + } + else + { + Debug.Log("No camera"); + } + } + + //GUI Text + void OnGUI() + { + GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button to single shoot!"); + GUI.Label(new Rect(10 * windowDpi, 25 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use and hold the right mouse button for quick shooting!"); + GUI.Label(new Rect(10 * windowDpi, 45 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Fire rate:"); + hSliderValue = GUI.HorizontalSlider(new Rect(70 * windowDpi, 50 * windowDpi, 100 * windowDpi, 20 * windowDpi), hSliderValue, 0.0f, 1.0f); + GUI.Label(new Rect(10 * windowDpi, 65 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change projectiles!"); + } + + // To change prefabs (count - prefab number) + void Counter(int count) + { + Prefab += count; + if (Prefab > Prefabs.Length - 1) + { + Prefab = 0; + } + else if (Prefab < 0) + { + Prefab = Prefabs.Length - 1; + } + } +} diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting2D.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting2D.cs.meta new file mode 100644 index 00000000..82ea5738 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting2D.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 6cedae4990f69554199024f64462bd8a +timeCreated: 1536001444 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_DemoShooting2D.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_TargetProjectiles.cs b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_TargetProjectiles.cs new file mode 100644 index 00000000..ce8ce4e6 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_TargetProjectiles.cs @@ -0,0 +1,292 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +//This script requires you to have setup your animator with 3 parameters, "InputMagnitude", "InputX", "InputZ" +//With a blend tree to control the inputmagnitude and allow blending between animations. +//Also you need to shoose Firepoint, targets > 1, Aim image from canvas and 2 target markers and camera. +[RequireComponent(typeof(CharacterController))] +public class HS_TargetProjectiles : MonoBehaviour +{ + public float velocity = 9; + [Space] + + public float InputX; + public float InputZ; + public Vector3 desiredMoveDirection; + public bool blockRotationPlayer; + public float desiredRotationSpeed = 0.1f; + public Animator anim; + public float Speed; + public float allowPlayerRotation = 0.1f; + public Camera cam; + public CharacterController controller; + public bool isGrounded; + private float secondLayerWeight = 0; + + [Space] + [Header("Animation Smoothing")] + [Range(0, 1f)] + public float HorizontalAnimSmoothTime = 0.2f; + [Range(0, 1f)] + public float VerticalAnimTime = 0.2f; + [Range(0, 1f)] + public float StartAnimTime = 0.3f; + [Range(0, 1f)] + public float StopAnimTime = 0.15f; + + private float verticalVel; + private Vector3 moveVector; + + [Space] + [Header("Effects")] + public GameObject[] Prefabs; + public GameObject[] PrefabsCast; + private ParticleSystem Effect; + private int prefabNumber; + private Transform parentObject; + public LayerMask collidingLayer = ~0; //Target marker can only collide with scene layer + + + [Space] + [Header("Canvas")] + public Image aim; + public Vector2 uiOffset; + public List screenTargets = new List(); + private Transform target; + private bool activeTarger = false; + public Transform FirePoint; + public float fireRate = 0.1f; + private float fireCountdown = 0f; + private bool rotateState = false; + + [Space] + [Header("Sound effects")] + private AudioSource soundComponent; //Play audio from Prefabs + private AudioClip clip; + + [Space] + [Header("Camera Shaker script")] + public HS_CameraShaker cameraShaker; + + void Start() + { + anim = this.GetComponent(); + cam = Camera.main; + controller = this.GetComponent(); + + //Get clip from Audiosource from projectile if exist for playing when shooting + if (PrefabsCast[0].GetComponent()) + { + soundComponent = PrefabsCast[0].GetComponent(); + } + } + + void Update() + { + target = screenTargets[TargetIndex()]; + + if (Input.GetMouseButtonDown(2)) + { + Counter(-1); + } + if (Input.GetMouseButtonDown(1)) + { + Counter(+1); + } + + + UserInterface(); + + if (Input.GetMouseButton(0) && activeTarger) + { + if (rotateState == false) + { + StartCoroutine(RotateToTarget(fireRate, target.position)); + } + secondLayerWeight = Mathf.Lerp(secondLayerWeight, 1, Time.deltaTime * 10); + if (fireCountdown <= 0f) + { + GameObject projectile = Instantiate(Prefabs[prefabNumber], FirePoint.position, FirePoint.rotation); + projectile.GetComponent().UpdateTarget(target, (Vector3)uiOffset); + Effect = PrefabsCast[prefabNumber].GetComponent(); + Effect.Play(); + //Get Audiosource from Prefabs if exist + if (PrefabsCast[prefabNumber].GetComponent()) + { + soundComponent = PrefabsCast[prefabNumber].GetComponent(); + clip = soundComponent.clip; + soundComponent.PlayOneShot(clip); + } + StartCoroutine(cameraShaker.Shake(0.1f, 2, 0.2f, 0)); + fireCountdown = 0; + fireCountdown += fireRate; + } + } + else + { + secondLayerWeight = Mathf.Lerp(secondLayerWeight, 0, Time.deltaTime * 10); + } + fireCountdown -= Time.deltaTime; + + //Need second layer in the Animator + if (anim.layerCount > 1) { anim.SetLayerWeight(1, secondLayerWeight); } + + InputMagnitude(); + + //If you don't need the character grounded then get rid of this part. + isGrounded = controller.isGrounded; + if (isGrounded) + { + verticalVel = 0; + } + else + { + verticalVel -= 1f * Time.deltaTime; + } + moveVector = new Vector3(0, verticalVel, 0); + controller.Move(moveVector); + } + + void Counter(int count) + { + prefabNumber += count; + if (prefabNumber > Prefabs.Length - 1) + { + prefabNumber = 0; + } + else if (prefabNumber < 0) + { + prefabNumber = Prefabs.Length - 1; + } + } + + private void UserInterface() + { + Vector3 screenCenter = new Vector3(Screen.width / 1.4f, Screen.height / 2, 0); + Vector3 screenPos = Camera.main.WorldToScreenPoint(target.position + (Vector3)uiOffset); + Vector3 CornerDistance = screenPos - screenCenter; + Vector3 absCornerDistance = new Vector3(Mathf.Abs(CornerDistance.x), Mathf.Abs(CornerDistance.y), Mathf.Abs(CornerDistance.z)); + + //This way you can find target on the full screen + //if (screenPos.z > 0 && screenPos.x > 0 && screenPos.x < Screen.width && screenPos.y > 0 && screenPos.y < Screen.height) + // {screenPos.x > 0 && screenPos.y > 0 && screenPos.z > 0} - disable target if enemy backside + //Find target near center of the screen + if (absCornerDistance.x < screenCenter.x / 3 && absCornerDistance.y < screenCenter.y / 3 && screenPos.x > 0 && screenPos.y > 0 && screenPos.z > 0 //If target is in the middle-right of the screen + && !Physics.Linecast(transform.position + (Vector3)uiOffset, target.position + (Vector3)uiOffset * 2, collidingLayer)) //If player can see the target + { + aim.transform.position = Vector3.MoveTowards(aim.transform.position, screenPos, Time.deltaTime * 3000); + if (!activeTarger) + activeTarger = true; + } + else + { + //Another way + //aim.GetComponent().localPosition = new Vector3(0, 0, 0); + aim.transform.position = Vector3.MoveTowards(aim.transform.position, screenCenter, Time.deltaTime * 3000); + if (activeTarger) + activeTarger = false; + } + } + + //Rotate player to target when attack + public IEnumerator RotateToTarget(float rotatingTime, Vector3 targetPoint) + { + rotateState = true; + float delay = rotatingTime; + var lookPos = targetPoint - transform.position; + lookPos.y = 0; + var rotation = Quaternion.LookRotation(lookPos); + while (true) + { + if (Speed == 0) { transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * 20); } + delay -= Time.deltaTime; + if (delay <= 0 || transform.rotation == rotation) + { + rotateState = false; + yield break; + } + yield return null; + } + } + + void PlayerMoveAndRotation() + { + InputX = Input.GetAxis("Horizontal"); + InputZ = Input.GetAxis("Vertical"); + + var camera = Camera.main; + var forward = cam.transform.forward; + var right = cam.transform.right; + + forward.y = 0f; + right.y = 0f; + + forward.Normalize(); + right.Normalize(); + + //Movement vector + desiredMoveDirection = forward * InputZ + right * InputX; + + //Character diagonal movement faster fix + desiredMoveDirection.Normalize(); + + if (blockRotationPlayer == false) + { + //You can use desiredMoveDirection if using InputMagnitude instead of Horizontal&Vertical axis + transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(forward), desiredRotationSpeed); + //Limit back speed + if (InputZ < -0.5) + controller.Move(desiredMoveDirection * Time.deltaTime * (velocity / 1.5f)); + //else if (InputX < -0.1 || InputX > 0.1) + // controller.Move(desiredMoveDirection * Time.deltaTime * (velocity / 1.2f)); + else + controller.Move(desiredMoveDirection * Time.deltaTime * velocity); + } + } + + void InputMagnitude() + { + //Calculate Input Vectors + InputX = Input.GetAxis("Horizontal"); + InputZ = Input.GetAxis("Vertical"); + + anim.SetFloat("InputZ", InputZ, VerticalAnimTime, Time.deltaTime * 2f); + anim.SetFloat("InputX", InputX, HorizontalAnimSmoothTime, Time.deltaTime * 2f); + + //Calculate the Input Magnitude + Speed = new Vector2(InputX, InputZ).sqrMagnitude; + + //Physically move player + if (Speed > allowPlayerRotation) + { + anim.SetFloat("InputMagnitude", Speed, StartAnimTime, Time.deltaTime); + PlayerMoveAndRotation(); + } + else if (Speed < allowPlayerRotation) + { + anim.SetFloat("InputMagnitude", Speed, StopAnimTime, Time.deltaTime); + } + } + + public int TargetIndex() + { + float[] distances = new float[screenTargets.Count]; + + for (int i = 0; i < screenTargets.Count; i++) + { + distances[i] = Vector2.Distance(Camera.main.WorldToScreenPoint(screenTargets[i].position), new Vector2(Screen.width / 1.4f, Screen.height / 2)); + } + + float minDistance = Mathf.Min(distances); + int index = 0; + + for (int i = 0; i < distances.Length; i++) + { + if (minDistance == distances[i]) + index = i; + } + return index; + } +} diff --git a/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_TargetProjectiles.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_TargetProjectiles.cs.meta new file mode 100644 index 00000000..695d24ac --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_TargetProjectiles.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: b829ec532fb45434db685458e161d024 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/For demo scenes/HS_TargetProjectiles.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_CallBackParent.cs b/Assets/Hovl Studio/HSFiles/Scripts/HS_CallBackParent.cs new file mode 100644 index 00000000..d106b579 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_CallBackParent.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HS_CallBackParent : MonoBehaviour +{ + [SerializeField]protected Transform parentObject; + + //Particle system must have "Stop action - Callback" enabled for normal work. + protected virtual void OnParticleSystemStopped() + { + if (parentObject != null) + { + transform.parent = parentObject; + transform.localPosition = Vector3.zero; + transform.localEulerAngles = Vector3.zero; + } + else + Destroy(gameObject); + } +} diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_CallBackParent.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/HS_CallBackParent.cs.meta new file mode 100644 index 00000000..52676892 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_CallBackParent.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 15f64663d9bea784b8060d7fbcdc2b23 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/HS_CallBackParent.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_ParticleCollisionInstance.cs b/Assets/Hovl Studio/HSFiles/Scripts/HS_ParticleCollisionInstance.cs new file mode 100644 index 00000000..c101bc96 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_ParticleCollisionInstance.cs @@ -0,0 +1,258 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +public class HS_ParticleCollisionInstance : MonoBehaviour +{ + public GameObject[] EffectsOnCollision; + public float DestroyTimeDelay =5f; + public bool UseWorldSpacePosition; + public float Offset =0f; + public Vector3 rotationOffset = new Vector3(0,0,0); + public bool useOnlyRotationOffset = true; + public bool UseFirePointRotation; + public bool DestoyMainEffect = false; + + [Tooltip("Enable pooling to avoid Instantiate/Destroy spikes")] + public bool UsePooling = true; + + [Tooltip("Maximum number of spawned effects processed per particle collision event (per OnParticleCollision call)")] + public int MaxSpawnsPerCollisionCall =50; + + private ParticleSystem part; + private List collisionEvents = new List(); + + // Pooling + private static Transform poolRoot; + private Dictionary> pools = new Dictionary>(); + + // Track instances that were spawned by this emitter and not yet returned to pool + private HashSet activeInstances = new HashSet(); + + void OnValidate() + { + if (DestroyTimeDelay <0f) DestroyTimeDelay =0f; + if (MaxSpawnsPerCollisionCall <1) MaxSpawnsPerCollisionCall =1; + } + + void Start() + { + part = GetComponent(); + if (poolRoot == null) + { + var rootGO = GameObject.Find("[PS_Effect_Pool]"); + if (rootGO == null) + { + rootGO = new GameObject("[PS_Effect_Pool]"); + DontDestroyOnLoad(rootGO); + } + poolRoot = rootGO.transform; + } + } + + void OnParticleCollision(GameObject other) + { + if (part == null) + part = GetComponent(); + if (part == null) + return; // nothing to do without particle system + + if (EffectsOnCollision == null || EffectsOnCollision.Length ==0) + return; + + int numCollisionEvents = part.GetCollisionEvents(other, collisionEvents); + int spawned =0; + + for (int i =0; i < numCollisionEvents; i++) + { + if (spawned >= MaxSpawnsPerCollisionCall) + break; // throttle + + var hitPos = collisionEvents[i].intersection + collisionEvents[i].normal * Offset; + + foreach (var effect in EffectsOnCollision) + { + if (effect == null) + continue; + + if (spawned >= MaxSpawnsPerCollisionCall) + break; + + GameObject instance = null; + if (UsePooling) + instance = GetPooledInstance(effect); + else + instance = Instantiate(effect, hitPos, Quaternion.identity) as GameObject; + + if (instance == null) + continue; + + // Track as active so we can clean up if this emitter is destroyed + activeInstances.Add(instance); + + // Position & rotation logic + if (UseWorldSpacePosition) + { + instance.transform.position = hitPos; + } + else + { + // Keep world position consistent but do not parent to emitter to avoid accidental destruction. + // Compute local position relative to emitter and set world position accordingly. + var localPos = transform.InverseTransformPoint(hitPos); + instance.transform.position = transform.TransformPoint(localPos); + } + + if (UseFirePointRotation) + { + instance.transform.LookAt(transform.position); + } + else if (rotationOffset != Vector3.zero && useOnlyRotationOffset) + { + instance.transform.rotation = Quaternion.Euler(rotationOffset); + } + else + { + instance.transform.LookAt(collisionEvents[i].intersection + collisionEvents[i].normal); + instance.transform.rotation *= Quaternion.Euler(rotationOffset); + } + + // Activate and play particle systems inside the effect + instance.SetActive(true); + PlayParticleSystemsRecursive(instance.transform); + + // Return to pool after a delay (or destroy if pooling disabled) + if (UsePooling) + StartCoroutine(ReturnToPoolAfterDelay(effect, instance, DestroyTimeDelay)); + else + Destroy(instance, DestroyTimeDelay); + + spawned++; + } + } + + if (DestoyMainEffect == true) + { + Destroy(gameObject, DestroyTimeDelay +0.5f); + } + } + + // Play all particle systems in the spawned effect (in case of pooled ones they might be stopped) + private void PlayParticleSystemsRecursive(Transform root) + { + var systems = root.GetComponentsInChildren(true); + foreach (var s in systems) + { + // Restart the system + try + { + s.Clear(); + s.Play(); + } + catch { } + } + } + + // Pool helpers + private GameObject GetPooledInstance(GameObject prefab) + { + if (prefab == null) + return null; + + Queue q; + if (!pools.TryGetValue(prefab, out q) || q == null) + { + q = new Queue(); + pools[prefab] = q; + } + + GameObject go = null; + while (q.Count >0) + { + var candidate = q.Dequeue(); + if (candidate != null) + { + go = candidate; + break; + } + } + + if (go == null) + { + go = Instantiate(prefab, poolRoot); + } + + // ensure under pool root so it survives emitter destruction + go.transform.SetParent(poolRoot, true); + return go; + } + + private IEnumerator ReturnToPoolAfterDelay(GameObject prefab, GameObject instance, float delay) + { + if (instance == null) + yield break; + + // clamp delay + if (delay <0f) delay =0f; + yield return new WaitForSeconds(delay); + + if (instance == null) + yield break; + + // stop particle systems + var systems = instance.GetComponentsInChildren(true); + foreach (var s in systems) + { + try { s.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); } catch { } + } + + // deactivate and return to pool + instance.SetActive(false); + + // Remove from active tracking for this emitter + if (activeInstances.Contains(instance)) + activeInstances.Remove(instance); + + if (prefab == null) + { + Destroy(instance); + yield break; + } + + if (!pools.TryGetValue(prefab, out var q) || q == null) + pools[prefab] = new Queue(); + + pools[prefab].Enqueue(instance); + } + + void OnDestroy() + { + // Destroy all active instances that were spawned by this emitter + if (activeInstances != null) + { + foreach (var inst in activeInstances) + { + if (inst != null) + Destroy(inst); + } + activeInstances.Clear(); + } + + // Destroy all pooled objects created by this emitter + if (pools != null) + { + foreach (var kv in pools) + { + var q = kv.Value; + if (q == null) continue; + while (q.Count >0) + { + var go = q.Dequeue(); + if (go != null) + Destroy(go); + } + } + pools.Clear(); + } + } +} diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_ParticleCollisionInstance.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/HS_ParticleCollisionInstance.cs.meta new file mode 100644 index 00000000..ccb58f55 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_ParticleCollisionInstance.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 1a959a1b0b8414d4fb8a68bdc12d69ed +timeCreated: 1516192333 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/HS_ParticleCollisionInstance.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover.cs b/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover.cs new file mode 100644 index 00000000..b6170109 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover.cs @@ -0,0 +1,321 @@ +using System.Collections; +using UnityEngine; + +namespace Hovl +{ + public class HS_ProjectileMover : MonoBehaviour + { + [SerializeField] protected float speed = 15f; + [SerializeField] protected float hitOffset = 0f; + [SerializeField] protected bool UseFirePointRotation; + [SerializeField] protected Vector3 rotationOffset = Vector3.zero; + + [Header("Effects")] + [SerializeField] protected GameObject hit; + [SerializeField] protected ParticleSystem hitPS; + [SerializeField] protected GameObject flash; + [SerializeField] protected ParticleSystem projectilePS; + [SerializeField] protected GameObject[] Detached; + + [Header("Components")] + [SerializeField] protected Rigidbody rb; + [SerializeField] protected Collider col; + [SerializeField] protected Light lightSourse; + + [Header("Lifetime")] + [SerializeField] protected bool notDestroy = false; + [SerializeField] protected float lifeTime = 5f; + [SerializeField] protected float detachedLifeTime = 1f; + + protected bool initialized; + protected bool collided; + protected Coroutine lifeRoutine; + protected Coroutine disableAfterHitRoutine; + + [System.Serializable] + protected class DetachedState + { + public GameObject obj; + public Transform originalParent; + public Vector3 localPosition; + public Quaternion localRotation; + public Vector3 localScale; + } + + protected DetachedState[] detachedStates; + + protected virtual void Awake() + { + if (rb == null) + rb = GetComponent(); + + if (col == null) + col = GetComponent(); + + SetupDetachedCache(); + } + + protected virtual void Start() + { + initialized = true; + + if (flash != null) + flash.transform.SetParent(null, true); + + StartLifeTimer(); + } + + protected virtual void OnEnable() + { + collided = false; + + if (!initialized) + return; + + StopRunningCoroutines(); + + if (lightSourse != null) + lightSourse.enabled = true; + + if (col != null) + col.enabled = true; + + if (rb != null) + { + rb.constraints = RigidbodyConstraints.None; +#if UNITY_6000_0_OR_NEWER + rb.linearVelocity = Vector3.zero; +#else + rb.velocity = Vector3.zero; +#endif + rb.angularVelocity = Vector3.zero; + } + + if (projectilePS != null) + { + projectilePS.Clear(true); + projectilePS.Play(true); + } + + if (notDestroy) + RestoreDetachedObjects(); + + StartLifeTimer(); + } + + protected virtual void OnDisable() + { + StopRunningCoroutines(); + } + + protected virtual void StopRunningCoroutines() + { + if (lifeRoutine != null) + { + StopCoroutine(lifeRoutine); + lifeRoutine = null; + } + + if (disableAfterHitRoutine != null) + { + StopCoroutine(disableAfterHitRoutine); + disableAfterHitRoutine = null; + } + } + + protected virtual void SetupDetachedCache() + { + if (Detached == null || Detached.Length == 0) + return; + + detachedStates = new DetachedState[Detached.Length]; + + for (int i = 0; i < Detached.Length; i++) + { + GameObject obj = Detached[i]; + if (obj == null) + continue; + + detachedStates[i] = new DetachedState + { + obj = obj, + originalParent = obj.transform.parent, + localPosition = obj.transform.localPosition, + localRotation = obj.transform.localRotation, + localScale = obj.transform.localScale + }; + } + } + + protected virtual void RestoreDetachedObjects() + { + if (detachedStates == null || detachedStates.Length == 0) + return; + + for (int i = 0; i < detachedStates.Length; i++) + { + DetachedState state = detachedStates[i]; + if (state == null || state.obj == null) + continue; + + Transform t = state.obj.transform; + + t.SetParent(state.originalParent, false); + t.localPosition = state.localPosition; + t.localRotation = state.localRotation; + t.localScale = state.localScale; + + ParticleSystem[] systems = state.obj.GetComponentsInChildren(true); + for (int j = 0; j < systems.Length; j++) + { + ParticleSystem ps = systems[j]; + if (ps == null) + continue; + + ps.Clear(true); + ps.Play(true); + } + } + } + + protected virtual void StartLifeTimer() + { + if (lifeRoutine != null) + StopCoroutine(lifeRoutine); + + lifeRoutine = StartCoroutine(LifeTimerRoutine(lifeTime)); + } + + protected virtual IEnumerator LifeTimerRoutine(float time) + { + yield return new WaitForSeconds(time); + + if (notDestroy) + { + if (gameObject.activeSelf) + gameObject.SetActive(false); + } + else + { + Destroy(gameObject); + } + } + + protected virtual void FixedUpdate() + { + if (collided || rb == null || speed == 0f) + return; + +#if UNITY_6000_0_OR_NEWER + rb.linearVelocity = transform.forward * speed; +#else + rb.velocity = transform.forward * speed; +#endif + } + + protected virtual void OnCollisionEnter(Collision collision) + { + if (collided) + return; + + collided = true; + StopRunningCoroutines(); + + if (rb != null) + { +#if UNITY_6000_0_OR_NEWER + rb.linearVelocity = Vector3.zero; +#else + rb.velocity = Vector3.zero; +#endif + rb.angularVelocity = Vector3.zero; + rb.constraints = RigidbodyConstraints.FreezeAll; + } + + if (lightSourse != null) + lightSourse.enabled = false; + + if (col != null) + col.enabled = false; + + if (projectilePS != null) + projectilePS.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); + + if (collision.contactCount > 0) + SpawnHit(collision.contacts[0]); + + ReleaseDetachedObjects(); + + float endDelay = 1f; + if (hitPS != null) + endDelay = Mathf.Max(hitPS.main.duration, 0.05f); + + if (notDestroy) + disableAfterHitRoutine = StartCoroutine(DisableAfterHit(endDelay)); + else + Destroy(gameObject, endDelay); + } + + protected virtual IEnumerator DisableAfterHit(float delay) + { + yield return new WaitForSeconds(delay); + + if (gameObject != null && gameObject.activeSelf) + gameObject.SetActive(false); + } + + protected virtual void SpawnHit(ContactPoint contact) + { + if (hit == null) + return; + + Vector3 pos = contact.point + contact.normal * hitOffset; + Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); + + hit.transform.position = pos; + hit.transform.rotation = rot; + + if (UseFirePointRotation) + hit.transform.rotation = transform.rotation * Quaternion.Euler(0f, 180f, 0f); + else if (rotationOffset != Vector3.zero) + hit.transform.rotation = Quaternion.Euler(rotationOffset); + else + hit.transform.LookAt(contact.point + contact.normal); + + if (hitPS != null) + { + hitPS.Clear(true); + hitPS.Play(true); + } + } + + protected virtual void ReleaseDetachedObjects() + { + if (detachedStates == null || detachedStates.Length == 0) + return; + + for (int i = 0; i < detachedStates.Length; i++) + { + DetachedState state = detachedStates[i]; + if (state == null || state.obj == null) + continue; + + Transform t = state.obj.transform; + t.SetParent(null, true); + + ParticleSystem[] systems = state.obj.GetComponentsInChildren(true); + for (int j = 0; j < systems.Length; j++) + { + ParticleSystem ps = systems[j]; + if (ps == null) + continue; + + ps.Stop(true, ParticleSystemStopBehavior.StopEmitting); + } + + if (!notDestroy) + Destroy(state.obj, detachedLifeTime); + } + } + } +} \ No newline at end of file diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover.cs.meta new file mode 100644 index 00000000..ccc3a393 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 605a456cfc02f6b499a64717539a27e8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover2D.cs b/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover2D.cs new file mode 100644 index 00000000..7dee3000 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover2D.cs @@ -0,0 +1,93 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HS_ProjectileMover2D : MonoBehaviour +{ + public float speed = 15f; + public float hitOffset = 0f; + public bool UseFirePointRotation; + public Vector3 rotationOffset = new Vector3(0, 0, 0); + public GameObject hit; + public GameObject flash; + private Rigidbody2D rb; + public GameObject[] Detached; + + void Start() + { + rb = GetComponent(); + if (flash != null) + { + //Instantiate flash effect on projectile position + var flashInstance = Instantiate(flash, transform.position, Quaternion.identity); + flashInstance.transform.forward = gameObject.transform.forward; + + //Destroy flash effect depending on particle Duration time + var flashPs = flashInstance.GetComponent(); + if (flashPs != null) + { + Destroy(flashInstance, flashPs.main.duration); + } + else + { + var flashPsParts = flashInstance.transform.GetChild(0).GetComponent(); + Destroy(flashInstance, flashPsParts.main.duration); + } + } + Destroy(gameObject,5); + } + + void FixedUpdate () + { + if (speed != 0) + { + rb.linearVelocity = transform.forward * speed; + //transform.position += transform.forward * (speed * Time.deltaTime); + } + } + + //https ://docs.unity3d.com/ScriptReference/Rigidbody.OnCollisionEnter.html + void OnCollisionEnter2D(Collision2D collision) + { + //Lock all axes movement and rotation + rb.constraints = RigidbodyConstraints2D.FreezeAll; + speed = 0; + + ContactPoint2D contact = collision.contacts[0]; + Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal); + Vector3 pos = contact.point + contact.normal * hitOffset; + + //Spawn hit effect on collision + if (hit != null) + { + var hitInstance = Instantiate(hit, pos, rot); + if (UseFirePointRotation) { hitInstance.transform.rotation = gameObject.transform.rotation * Quaternion.Euler(0, 180f, 0); } + else if (rotationOffset != Vector3.zero) { hitInstance.transform.rotation = Quaternion.Euler(rotationOffset); } + else { hitInstance.transform.LookAt(contact.point + contact.normal); } + + //Destroy hit effects depending on particle Duration time + var hitPs = hitInstance.GetComponent(); + if (hitPs != null) + { + Destroy(hitInstance, hitPs.main.duration); + } + else + { + var hitPsParts = hitInstance.transform.GetChild(0).GetComponent(); + Destroy(hitInstance, hitPsParts.main.duration); + } + } + + //Removing trail from the projectile on cillision enter or smooth removing. Detached elements must have "AutoDestroying script" + foreach (var detachedPrefab in Detached) + { + if (detachedPrefab != null) + { + detachedPrefab.transform.parent = null; + Destroy(detachedPrefab, 1); + } + } + //Destroy projectile on collision + Destroy(gameObject); + } +} diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover2D.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover2D.cs.meta new file mode 100644 index 00000000..ea7a7a6a --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover2D.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: f5e49040cdee09a4fbfb8cd6d0cc243d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/HS_ProjectileMover2D.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_TargetProjectile.cs b/Assets/Hovl Studio/HSFiles/Scripts/HS_TargetProjectile.cs new file mode 100644 index 00000000..ecf796fa --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_TargetProjectile.cs @@ -0,0 +1,137 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HS_TargetProjectile : MonoBehaviour +{ + public float speed = 15f; + public GameObject hit; + public GameObject flash; + public GameObject[] Detached; + public bool LocalRotation = false; + private Transform target; + private Vector3 targetOffset; + private float startDistanceToTarget; + + [Space] + [Header("PROJECTILE PATH")] + private float randomUpAngle; + private float randomSideAngle; + public float sideAngle = 25; + public float upAngle = 20; + + void Start() + { + FlashEffect(); + newRandom(); + } + + void newRandom() + { + randomUpAngle = Random.Range(0, upAngle); + randomSideAngle = Random.Range(-sideAngle, sideAngle); + } + + //Link from another script + //TARGET POSITION + TARGET OFFSET + public void UpdateTarget(Transform targetPosition , Vector3 Offset) + { + target = targetPosition; + targetOffset = Offset; + startDistanceToTarget = Vector3.Distance((target.position + targetOffset), transform.position); + } + + void Update() + { + if (target == null) + { + foreach (var detachedPrefab in Detached) + { + if (detachedPrefab != null) + { + detachedPrefab.transform.parent = null; + } + } + Destroy(gameObject); + return; + } + + float distanceToTarget = Vector3.Distance((target.position + targetOffset), transform.position); + float angleRange = (distanceToTarget - 10) / 60; + if (angleRange < 0) angleRange = 0; + + float saturatedDistanceToTarget = (distanceToTarget / startDistanceToTarget); + if (saturatedDistanceToTarget < 0.5) + saturatedDistanceToTarget -= (0.5f - saturatedDistanceToTarget); + saturatedDistanceToTarget -= angleRange; + if (saturatedDistanceToTarget <= 0) + saturatedDistanceToTarget = 0; + + Vector3 forward = ((target.position + targetOffset) - transform.position); + Vector3 crossDirection = Vector3.Cross(forward, Vector3.up); + Quaternion randomDeltaRotation = Quaternion.Euler(0, randomSideAngle*saturatedDistanceToTarget, 0) * Quaternion.AngleAxis(randomUpAngle * saturatedDistanceToTarget, crossDirection); + Vector3 direction = randomDeltaRotation * forward; + + float distanceThisFrame = Time.deltaTime * speed; + + if (direction.magnitude <= distanceThisFrame) + { + HitTarget(); + return; + } + + transform.Translate(direction.normalized * distanceThisFrame, Space.World); + transform.rotation = Quaternion.LookRotation(direction); + } + + void FlashEffect() + { + if (flash != null) + { + var flashInstance = Instantiate(flash, transform.position, Quaternion.identity); + flashInstance.transform.forward = gameObject.transform.forward; + var flashPs = flashInstance.GetComponent(); + if (flashPs != null) + { + Destroy(flashInstance, flashPs.main.duration); + } + else + { + var flashPsParts = flashInstance.transform.GetChild(0).GetComponent(); + Destroy(flashInstance, flashPsParts.main.duration); + } + } + } + + void HitTarget() + { + if (hit != null) + { + var hitRotation = transform.rotation; + if (LocalRotation == true) + { + hitRotation = Quaternion.Euler(0, 0, 0); + } + var hitInstance = Instantiate(hit, target.position + targetOffset, hitRotation); + var hitPs = hitInstance.GetComponent(); + if (hitPs != null) + { + Destroy(hitInstance, hitPs.main.duration); + } + else + { + var hitPsParts = hitInstance.transform.GetChild(0).GetComponent(); + Destroy(hitInstance, hitPsParts.main.duration); + } + } + foreach (var detachedPrefab in Detached) + { + if (detachedPrefab != null) + { + detachedPrefab.transform.parent = null; + Destroy(detachedPrefab, 1); + } + } + Destroy(gameObject); + } +} diff --git a/Assets/Hovl Studio/HSFiles/Scripts/HS_TargetProjectile.cs.meta b/Assets/Hovl Studio/HSFiles/Scripts/HS_TargetProjectile.cs.meta new file mode 100644 index 00000000..1020260a --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Scripts/HS_TargetProjectile.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: e24cfb966f425fa47bfec1667489bb42 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Scripts/HS_TargetProjectile.cs + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Settings.meta b/Assets/Hovl Studio/HSFiles/Settings.meta new file mode 100644 index 00000000..4510cdcb --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Settings.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: edfe2a16679adec46a83f0cf5f029c5d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Hovl Studio/HSFiles/Settings/PP low.asset b/Assets/Hovl Studio/HSFiles/Settings/PP low.asset new file mode 100644 index 00000000..7ed716d4 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Settings/PP low.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:091321c03e91f3e1705fefbab5351ee11b85cc7bb8169d52fca0f56cc2cbc689 +size 22880 diff --git a/Assets/Hovl Studio/HSFiles/Settings/PP low.asset.meta b/Assets/Hovl Studio/HSFiles/Settings/PP low.asset.meta new file mode 100644 index 00000000..632112d2 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Settings/PP low.asset.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 70629691e8eede744b1c85c9ddcc4bc4 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Settings/PP low.asset + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Settings/VolumeURP.asset b/Assets/Hovl Studio/HSFiles/Settings/VolumeURP.asset new file mode 100644 index 00000000..f889f7b5 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Settings/VolumeURP.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a869f7a67ac19f3f4f9ed6a656a82803b1b9561ec513581a5be86eb0b1018756 +size 6739 diff --git a/Assets/Hovl Studio/HSFiles/Settings/VolumeURP.asset.meta b/Assets/Hovl Studio/HSFiles/Settings/VolumeURP.asset.meta new file mode 100644 index 00000000..cab18023 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Settings/VolumeURP.asset.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: bd84b2d780609df44bb37590f8be83d0 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Settings/VolumeURP.asset + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Shaders.meta b/Assets/Hovl Studio/HSFiles/Shaders.meta new file mode 100644 index 00000000..1e5d6321 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6453d0d6977a61445a839e90477b8421 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader b/Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader new file mode 100644 index 00000000..cb7ada6f --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader @@ -0,0 +1,281 @@ +Shader "Hovl/Particles/AddTrail" +{ + Properties + { + _MainTexture("MainTexture", 2D) = "white" {} + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _StartColor("StartColor", Color) = (1,0,0,1) + _EndColor("EndColor", Color) = (1,1,0,1) + _Colorpower("Color power", Float) = 1 + _Colorrange("Color range", Float) = 1 + _Noise("Noise", 2D) = "white" {} + _Emission("Emission", Float) = 2 + [Toggle]_Usedark("Use dark", Float) = 1 + [Toggle]_Mask("Mask", Float) = 0 + _Maskpower("Mask power", Float) = 10 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower("Depth power", Float) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 2 + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull[_CullMode] + Lighting Off + ZWrite Off + ZTest LEqual + + Pass { + + CGPROGRAM + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + + //Don't delete this comment + // uniform sampler2D_float _CameraDepthTexture; + + uniform float4 _StartColor; + uniform float4 _EndColor; + uniform float _Colorrange; + uniform float _Colorpower; + uniform float _Emission; + uniform float _Usedark; + uniform sampler2D _MainTexture; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform float4 _MainTexture_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float _Mask; + uniform float _Maskpower; + uniform fixed _Usedepth; + uniform float _Depthpower; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + + v.vertex.xyz += float3( 0, 0, 0 ) ; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + float lp = 1; + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate ((sceneZ-partZ) / _Depthpower); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float2 uv01 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float U6 = uv01.x; + float4 lerpResult3 = lerp( _StartColor , _EndColor , saturate( pow( ( U6 * _Colorrange ) , _Colorpower ) )); + float4 temp_cast_0 = (1.0).xxxx; + float2 appendResult32 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float3 uv0_MainTexture = i.texcoord.xyz; + uv0_MainTexture.xy = i.texcoord.xyz.xy * _MainTexture_ST.xy + _MainTexture_ST.zw; + float4 Main57 = tex2D( _MainTexture, ( float3( ( appendResult32 * _Time.y ) , 0.0 ) + uv0_MainTexture + uv0_MainTexture.z ).xy ); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 appendResult29 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float clampResult44 = clamp( ( pow( ( 1.0 - U6 ) , 0.8 ) * 1.0 ) , 0.2 , 0.6 ); + float4 temp_cast_3 = (U6).xxxx; + float4 Dissolve49 = saturate( ( ( tex2D( _Noise, ( uv0_Noise + ( _Time.y * appendResult29 ) ) 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+WireConnection;92;3;51;0 +WireConnection;38;0;1;0 +WireConnection;94;0;92;0 +ASEEND*/ +//CHKSM=3132C082A0FC43B6B258894D65CC5B29C8204273 \ No newline at end of file diff --git a/Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader.meta b/Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader.meta new file mode 100644 index 00000000..82634255 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1bc9b14ff230e2242b248daff64546f6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Shaders/AddTrail.shader + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader b/Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader new file mode 100644 index 00000000..17121397 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader @@ -0,0 +1,316 @@ +// Made with Amplify Shader Editor v1.9.1.8 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Hovl/Particles/BlendDistort" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _NormalMap("NormalMap", 2D) = "bump" {} + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Distortionpower("Distortion power", Float) = 0 + _SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0) + _DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0) + _Emission("Emission", Float) = 2 + [Toggle]_Opacitysaturate("Opacity saturate", Float) = 0 + _Opacity("Opacity", Float) = 1 + [Toggle]_Usedepth("Use depth?", Float) = 1 + [Toggle]_Softedges("Soft edges", Float) = 0 + _Sideopacitymult("Side opacity mult", Float) = 5 + _Depthpower("Depth power", Float) = 1 + [Enum(Both,0,Back,1,Front,2)]_Cull("Render Face", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } + Cull [_Cull] + GrabPass{ } + CGPROGRAM + #include "UnityShaderVariables.cginc" + #include "UnityStandardUtils.cginc" + #include "UnityCG.cginc" + #pragma target 3.5 + #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex); + #else + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex) + #endif + #pragma surface surf Unlit alpha:fade keepalpha noshadow + #undef TRANSFORM_TEX + #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w) + struct Input + { + float4 uv_texcoord; + float4 screenPos; + float4 vertexColor : COLOR; + float3 worldNormal; + float3 viewDir; + }; + + uniform float _Cull; + uniform float _Opacitysaturate; + ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture ) + uniform sampler2D _NormalMap; + uniform float4 _SpeedMainTexUVNoiseZW; + uniform float4 _NormalMap_ST; + uniform float _Distortionpower; + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform sampler2D _Flow; + uniform float4 _DistortionSpeedXYPowerZ; + uniform float4 _Flow_ST; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform float _Opacity; + uniform float _Softedges; + uniform float _Usedepth; + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + uniform float4 _CameraDepthTexture_TexelSize; + uniform float _Depthpower; + uniform float _Sideopacitymult; + + + inline float4 ASE_ComputeGrabScreenPos( float4 pos ) + { + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0; + #endif + float4 o = pos; + o.y = pos.w * 0.5f; + o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; + return o; + } + + + inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + { + return half4 ( 0, 0, 0, s.Alpha ); + } + + void surf( Input i , inout SurfaceOutput o ) + { + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float4 uvs_NormalMap = i.uv_texcoord; + uvs_NormalMap.xy = i.uv_texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw; + float2 panner146 = ( 1.0 * _Time.y * appendResult22 + uvs_NormalMap.xy); + float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); + float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos ); + float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; + float4 screenColor132 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( float4( UnpackScaleNormal( tex2D( _NormalMap, panner146 ), _Distortionpower ) , 0.0 ) + ase_grabScreenPosNorm ).xy); + float3 temp_output_128_0 = (screenColor132).rgb; + float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float4 uvs_MainTex = i.uv_texcoord; + uvs_MainTex.xy = i.uv_texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uvs_MainTex.xy); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float4 uvs_Flow = i.uv_texcoord; + uvs_Flow.xy = i.uv_texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uvs_Flow).xy); + float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw; + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( float4( panner107, 0.0 , 0.0 ) - ( ( tex2D( _Flow, panner110 ) * tex2D( _Mask, uv_Mask ) ) * Flowpower102 ) ).rg ); + float4 uvs_Noise = i.uv_texcoord; + uvs_Noise.xy = i.uv_texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uvs_Noise.xy); + float2 appendResult160 = (float2(uvs_Flow.w , 0.0)); + float4 tex2DNode14 = tex2D( _Noise, ( panner108 + appendResult160 ) ); + float temp_output_88_0 = ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.vertexColor.a * _Opacity ); + float4 temp_output_51_0 = ( ( tex2DNode13 * tex2DNode14 * _Color * i.vertexColor ) * _Emission * temp_output_88_0 ); + float3 temp_output_140_0 = (temp_output_51_0).rgb; + float W158 = uvs_Flow.z; + float3 lerpResult157 = lerp( ( temp_output_128_0 + temp_output_140_0 ) , ( temp_output_128_0 * temp_output_140_0 ) , W158); + o.Emission = (( _Opacitysaturate )?( temp_output_51_0 ):( float4( lerpResult157 , 0.0 ) )).rgb; + float temp_output_151_0 = saturate( temp_output_88_0 ); + float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth134 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); + float distanceDepth134 = abs( ( screenDepth134 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _Depthpower ) ); + float3 ase_worldNormal = i.worldNormal; + float dotResult163 = dot( ase_worldNormal , i.viewDir ); + float temp_output_185_0 = ( pow( dotResult163 , 3.0 ) * _Sideopacitymult ); + float lerpResult181 = lerp( temp_output_185_0 , (0.0 + (temp_output_185_0 - 0.0) * (1.0 - 0.0) / (-1.0 - 0.0)) , (1.0 + (sign( dotResult163 ) - -1.0) * (0.0 - 1.0) / (1.0 - -1.0))); + float clampResult186 = clamp( lerpResult181 , 0.0 , 1.0 ); + o.Alpha = (( _Opacitysaturate )?( saturate( (( _Softedges )?( ( (( _Usedepth )?( ( temp_output_151_0 * saturate( distanceDepth134 ) ) ):( temp_output_151_0 )) * clampResult186 ) ):( (( _Usedepth )?( ( temp_output_151_0 * saturate( distanceDepth134 ) ) ):( temp_output_151_0 )) )) ) ):( (( _Softedges )?( ( (( _Usedepth )?( ( temp_output_151_0 * saturate( distanceDepth134 ) ) ):( temp_output_151_0 )) * clampResult186 ) ):( (( _Usedepth )?( ( temp_output_151_0 * saturate( distanceDepth134 ) ) ):( temp_output_151_0 )) )) )); + } + + ENDCG + } +} +/*ASEBEGIN +Version=19108 +Node;AmplifyShaderEditor.CommentaryNode;104;-4130.993,490.5418;Inherit;False;1910.996;537.6462;Texture distortion;13;91;33;100;102;99;95;103;92;59;98;110;154;158;;1,1,1,1;0;0 +Node;AmplifyShaderEditor.Vector4Node;99;-3968.293,619.481;Float;False;Property;_DistortionSpeedXYPowerZ;Distortion Speed XY Power Z;8;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,-0.3,-0.42,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.TextureCoordinatesNode;98;-3920.299,848.9976;Inherit;False;0;91;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.DynamicAppendNode;100;-3535.482,654.5021;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 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assetPath: Assets/Hovl Studio/HSFiles/Shaders/BlendDistort.shader + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Shaders/Blend_LinePath.shader b/Assets/Hovl Studio/HSFiles/Shaders/Blend_LinePath.shader new file mode 100644 index 00000000..8756ae72 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Shaders/Blend_LinePath.shader @@ -0,0 +1,215 @@ +Shader "Hovl/Particles/Blend_LinePath" +{ + Properties + { + [Toggle] _Usedepth ("Use depth?", Float ) = 0 + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Emission("Emission", Float) = 2 + _Lenght("Lenght", Range( 0 , 1)) = 0 + _Path("Path", Range( 0 , 1)) = 0 + [Toggle]_Movenoise("Move noise", Float) = 1 + _Opacity("Opacity", Range( 0 , 3)) = 1 + + } + + Category + { + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull Off + Lighting Off + ZWrite Off + ZTest LEqual + + Pass { + CGPROGRAM + #define ASE_VERSION 19801 + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma multi_compile_instancing + #pragma multi_compile_particles + #pragma multi_compile_fog + #define ASE_NEEDS_FRAG_COLOR + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + + //Don't delete this comment + // uniform sampler2D_float _CameraDepthTexture; + + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _InvFade; + uniform float _Path; + uniform float _Lenght; + uniform sampler2D _Noise; + uniform float _Movenoise; + uniform float4 _Noise_ST; + uniform float4 _Color; + uniform float _Emission; + uniform float _Opacity; + uniform fixed _Usedepth; + + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + + + v.vertex.xyz += float3( 0, 0, 0 ) ; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + float lp = 1; + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate ((sceneZ-partZ) / _InvFade); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float4 texCoord69 = i.texcoord; + texCoord69.xy = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float temp_output_155_0 = ( texCoord69.z + _Path ); + float2 appendResult153 = (float2(( ( ( texCoord69.x - temp_output_155_0 ) / ( 1.0 - temp_output_155_0 ) ) / ( 1.0 - ( (1.0 + (texCoord69.w - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) + _Lenght ) ) ) , texCoord69.y)); + float2 temp_output_154_0 = saturate( appendResult153 ); + float4 tex2DNode23 = tex2D( _MainTex, temp_output_154_0 ); + float2 uv_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float4 tex2DNode24 = tex2D( _Noise, (( _Movenoise )?( ( temp_output_154_0 * uv_Noise ) ):( uv_Noise )) ); + float4 appendResult110 = (float4(( (( tex2DNode23 * tex2DNode24 * _Color * i.color )).rgb * _Emission ) , ( ( tex2DNode23.a * tex2DNode24.a * _Opacity ) * _Color.a * i.color.a ))); + fixed4 col = appendResult110; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=19801 +Node;AmplifyShaderEditor.TextureCoordinatesNode;69;-4112,-240;Inherit;False;0;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.RangedFloatNode;150;-4192,-48;Float;False;Property;_Path;Path;5;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleAddOpNode;155;-3728,-80;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.TFHCRemapNode;158;-3760,128;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;4;FLOAT;0;False;1;FLOAT;0 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Studio/HSFiles/Shaders/Blend_LinePath.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: a94def2acffda4e4bb6a001369871457 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Shaders/Blend_LinePath.shader + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader b/Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader new file mode 100644 index 00000000..312dc65e --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader @@ -0,0 +1,311 @@ +Shader "Hovl/Particles/DissolveNoise" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _TextureNoise("Texture Noise", 2D) = "white" {} + _Dissolvenoise("Dissolve noise", 2D) = "white" {} + _NoisespeedXYEmissonZPowerW("Noise speed XY / Emisson Z / Power W", Vector) = (0.5,0,2,1) + _DissolvespeedXY("Dissolve speed XY", Vector) = (0,0,0,0) + _Maincolor("Main color", Color) = (0.7609469,0.8547776,0.9433962,1) + _Noisecolor("Noise color", Color) = (0.2470588,0.3012382,0.3607843,1) + _Dissolvecolor("Dissolve color", Color) = (1,1,1,1) + [Toggle]_Usetexturecolor("Use texture color", Float) = 0 + [Toggle]_Usetexturedissolve("Use texture dissolve", Float) = 0 + _Opacity("Opacity", Range( 0 , 1)) = 1 + [Toggle] _Usedepth ("Use depth?", Float ) = 0 + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull Off + Lighting Off + ZWrite Off + ZTest LEqual + + Pass { + + CGPROGRAM + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 ase_texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord3 : TEXCOORD3; + }; + + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + + //Don't delete this comment + // uniform sampler2D_float _CameraDepthTexture; + + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _InvFade; + uniform float _Usedepth; + uniform float4 _NoisespeedXYEmissonZPowerW; + uniform float _Usetexturecolor; + uniform float4 _Maincolor; + uniform float4 _Noisecolor; + uniform sampler2D _TextureNoise; + uniform sampler2D _Dissolvenoise; + uniform float4 _Dissolvenoise_ST; + uniform float4 _TextureNoise_ST; + uniform float _Usetexturedissolve; + uniform float4 _DissolvespeedXY; + uniform float4 _Dissolvecolor; + uniform float _Opacity; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.ase_texcoord3.xyz = v.ase_texcoord1.xyz; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.w = 0; + + v.vertex.xyz += float3( 0, 0, 0 ) ; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + float lp = 1; + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float Emission59 = _NoisespeedXYEmissonZPowerW.z; + float2 appendResult38 = (float2(_NoisespeedXYEmissonZPowerW.x , _NoisespeedXYEmissonZPowerW.y)); + float3 uv1_Dissolvenoise = i.ase_texcoord3.xyz; + uv1_Dissolvenoise.xy = i.ase_texcoord3.xyz.xy * _Dissolvenoise_ST.xy + _Dissolvenoise_ST.zw; + float W120 = uv1_Dissolvenoise.z; + float4 uv0_TextureNoise = i.texcoord; + uv0_TextureNoise.xy = i.texcoord.xy * _TextureNoise_ST.xy + _TextureNoise_ST.zw; + float2 panner39 = ( 1.0 * _Time.y * appendResult38 + ( W120 + float2( 0.2,0.4 ) + (uv0_TextureNoise).xy )); + float Noisepower63 = _NoisespeedXYEmissonZPowerW.w; + float4 temp_cast_0 = (Noisepower63).xxxx; + float4 clampResult11 = clamp( ( pow( tex2D( _TextureNoise, panner39 ) , temp_cast_0 ) * Noisepower63 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + float4 lerpResult8 = lerp( _Maincolor , _Noisecolor , clampResult11); + float2 appendResult109 = (float2(_DissolvespeedXY.x , _DissolvespeedXY.y)); + float2 panner111 = ( 1.0 * _Time.y * appendResult109 + ( (uv1_Dissolvenoise).xy + W120 )); + float4 tex2DNode91 = tex2D( _Dissolvenoise, panner111 ); + float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex ); + float mainTexr123 = tex2DNode4.r; + float temp_output_88_0 = step( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) , uv0_TextureNoise.z ); + float4 temp_output_93_0 = ( lerpResult8 * ( 1.0 - temp_output_88_0 ) ); + float clampResult87 = clamp( ( (-4.0 + (( (-0.65 + (( 1.0 - uv0_TextureNoise.z ) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) + lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) ) - 0.0) * (7.0 - -4.0) / (1.0 - 0.0)) * 3.0 ) , 0.0 , 1.0 ); + float4 lerpResult92 = lerp( lerp(temp_output_93_0,( temp_output_93_0 * tex2DNode4 ),_Usetexturecolor) , lerp(_Dissolvecolor,( _Dissolvecolor * tex2DNode4 ),_Usetexturecolor) , ( clampResult87 * temp_output_88_0 )); + float clampResult99 = clamp( (-15.0 + (( lerp(tex2DNode91.r,( tex2DNode91.r * mainTexr123 ),_Usetexturedissolve) + (-0.65 + (uv0_TextureNoise.w - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) ) - 0.0) * (15.0 - -15.0) / (1.0 - 0.0)) , 0.0 , 1.0 ); + float4 appendResult2 = (float4((( Emission59 * lerpResult92 * i.color )).rgb , ( i.color.a * tex2DNode4.a * clampResult99 * _Opacity ))); + + fixed4 col = appendResult2; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=17000 +452;190;1205;843;1417.795;416.7184;1;True;False 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assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Shaders/DissolveNoise.shader + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader b/Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader new file mode 100644 index 00000000..029839f4 --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader @@ -0,0 +1,212 @@ +Shader "Hovl/Particles/Distortion" +{ + Properties + { + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + _NormalMap("Normal Map", 2D) = "bump" {} + _Distortionpower("Distortion power", Float) = 1 + [Toggle]_Enablesimpleopacity("Enable simple opacity", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + Category + { + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull Off + Lighting Off + ZWrite Off + ZTest LEqual + Fog { Mode Off} + GrabPass{ } + + Pass { + + CGPROGRAM + #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex); + #else + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex) + #endif + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma target 2.0 + #pragma multi_compile_instancing + #pragma multi_compile_particles + #pragma multi_compile_fog + #define ASE_NEEDS_FRAG_COLOR + + + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord3 : TEXCOORD3; + }; + + + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + + //Don't delete this comment + // uniform sampler2D_float _CameraDepthTexture; + + uniform float _InvFade; + ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture ) + uniform sampler2D _NormalMap; + uniform float4 _NormalMap_ST; + uniform float _Distortionpower; + uniform float _Enablesimpleopacity; + inline float4 ASE_ComputeGrabScreenPos( float4 pos ) + { + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0; + #endif + float4 o = pos; + o.y = pos.w * 0.5f; + o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y; + return o; + } + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + float4 ase_clipPos = UnityObjectToClipPos(v.vertex); + float4 screenPos = ComputeScreenPos(ase_clipPos); + o.ase_texcoord3 = screenPos; + + + v.vertex.xyz += float3( 0, 0, 0 ) ; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + float4 screenPos = i.ase_texcoord3; + float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos ); + float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w; + float2 uv_NormalMap = i.texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw; + float3 tex2DNode29 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) ); + float4 screenColor8 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( (ase_grabScreenPosNorm).xy - (( tex2DNode29 * ( (0.0 + (_Distortionpower - 0.0) * (1.0 - 0.0) / (10000.0 - 0.0)) * (( _Enablesimpleopacity )?( 1.0 ):( i.color.a )) ) )).xy )); + float4 appendResult55 = (float4(saturate( screenColor8 ))); + float4 appendResult56 = (float4(1.0 , 1.0 , 1.0 , ( saturate( ( ( ( abs( tex2DNode29.r ) + abs( tex2DNode29.g ) ) * 30.0 ) - 0.3 ) ) * (( _Enablesimpleopacity )?( i.color.a ):( 1.0 )) ))); + fixed4 col = ( appendResult55 * appendResult56 ); + return col; + } + ENDCG + } + } + } + Fallback Off +} +/*ASEBEGIN +Version=19108 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- _NormalMap: {instanceID: 0} + - _texcoord: {instanceID: 0} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/HSFiles/Shaders/Distortion.shader + uploadId: 883376 diff --git a/Assets/Hovl Studio/HSFiles/Shaders/Electricity.shader b/Assets/Hovl Studio/HSFiles/Shaders/Electricity.shader new file mode 100644 index 00000000..80c0823b --- /dev/null +++ b/Assets/Hovl Studio/HSFiles/Shaders/Electricity.shader @@ -0,0 +1,252 @@ +Shader "Hovl/Particles/Electricity" +{ + Properties + { + _MainTexture("Main Texture", 2D) = "white" {} + _Dissolveamount("Dissolve amount", Range( 0 , 1)) = 0.332 + _Mask("Mask", 2D) = "white" {} + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Emission("Emission", Float) = 6 + _RemapXYFresnelZW("Remap XY/Fresnel ZW", Vector) = (-10,10,2,2) + _Speed("Speed", Vector) = (0.189,0.225,-0.2,-0.05) + _Opacity("Opacity", Range( 0 , 1)) = 1 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depth ("Depth", Float ) = 0.15 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 2 + } + + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + Cull[_CullMode] + Lighting Off + ZWrite Off + ZTest LEqual + + Pass { + + CGPROGRAM + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + #pragma multi_compile_fog + #include "UnityShaderVariables.cginc" + + + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + float3 ase_normal : NORMAL; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD2; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + }; + + + #if UNITY_VERSION >= 560 + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + #else + uniform sampler2D_float _CameraDepthTexture; + #endif + + //Don't delete this comment + // uniform sampler2D_float _CameraDepthTexture; + + uniform sampler2D _Mask; + uniform float _Dissolveamount; + uniform sampler2D _MainTexture; + uniform float4 _Speed; + uniform float4 _MainTexture_ST; + uniform float4 _RemapXYFresnelZW; + uniform float4 _Color; + uniform float _Emission; + uniform float _Opacity; + uniform float _Depth; + uniform fixed _Usedepth; + + v2f vert ( appdata_t v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_TRANSFER_INSTANCE_ID(v, o); + float3 ase_worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + o.ase_texcoord3.xyz = ase_worldPos; + float3 ase_worldNormal = UnityObjectToWorldNormal(v.ase_normal); + o.ase_texcoord4.xyz = ase_worldNormal; + + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.w = 0; + o.ase_texcoord4.w = 0; + + v.vertex.xyz += float3( 0, 0, 0 ) ; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = v.texcoord; + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( i ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i ); + + float lp = 1; + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate ((sceneZ-partZ) / _Depth); + lp *= lerp(1, fade, _Usedepth); + i.color.a *= lp; + #endif + + float temp_output_66_0 = (-0.65 + ((1.0 + (_Dissolveamount - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)); + float2 appendResult21 = (float2(_Speed.x , _Speed.y)); + float2 uv0_MainTexture = i.texcoord.xy * _MainTexture_ST.xy + _MainTexture_ST.zw; + float2 appendResult22 = (float2(_Speed.z , _Speed.w)); + float2 appendResult74 = (float2((1.0 + (saturate( (_RemapXYFresnelZW.x + (( ( temp_output_66_0 + tex2D( _MainTexture, ( ( appendResult21 * _Time.y ) + uv0_MainTexture ) ).a ) * ( temp_output_66_0 + tex2D( _MainTexture, ( uv0_MainTexture + ( _Time.y * appendResult22 ) ) ).a ) ) - 0.0) * (_RemapXYFresnelZW.y - _RemapXYFresnelZW.x) / (1.0 - 0.0)) ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) , 0.0)); + float temp_output_120_0 = saturate( tex2D( _Mask, appendResult74 ).a ); + float3 ase_worldPos = i.ase_texcoord3.xyz; + float3 ase_worldViewDir = UnityWorldSpaceViewDir(ase_worldPos); + ase_worldViewDir = normalize(ase_worldViewDir); + float3 ase_worldNormal = i.ase_texcoord4.xyz; + float fresnelNdotV83 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode83 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV83, _RemapXYFresnelZW.z ) ); + float clampResult78 = clamp( ( _RemapXYFresnelZW.w * fresnelNode83 ) , 0.0 , 1.0 ); + float4 appendResult116 = (float4((( temp_output_120_0 * _Color * i.color * clampResult78 * _Emission )).rgb , ( temp_output_120_0 * _Color.a * i.color.a * clampResult78 * _Opacity ))); + + + fixed4 col = appendResult116; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=19801 +Node;AmplifyShaderEditor.Vector4Node;15;-3913.605,-171.8944;Float;False;Property;_Speed;Speed;6;0;Create;True;0;0;0;False;0;False;0.189,0.225,-0.2,-0.05;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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This option is used to darken the main texture with a white texture (white is visible, black is invisible). + If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS. +1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP! +1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system. + +2)Light. +2.1)You can disable light in the main effect component (delete light and disable light in PS). + Light strongly loads the game if you don't use light probes or something else. + +3)Quality +3.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings. + +4)Scripts +HS_ProjectileMover — Documentation + +Description +HS_ProjectileMover controls the movement, collision behavior, and visual effects of projectile objects. +It handles projectile speed, hit effects, particle systems, detached VFX elements, and supports both destruction and pooling workflows. + +The script is designed for VFX projectiles used in spells, bullets, energy blasts, or similar effects. + +Main Features: + +Moves projectile forward using Rigidbody velocity +Spawns hit effects on collision +Supports pooled projectiles (reuse instead of destroy) +Handles particle systems properly on impact +Allows detached particle effects to continue playing after collision +Automatically restores detached objects when projectile is reused + +Key Parameters: + +Speed - +Controls the forward velocity of the projectile. +Hit Offset - +Moves the hit effect slightly away from the surface normal to avoid clipping. +Use Fire Point Rotation - +If enabled, the hit effect rotation will match the fire point orientation. +Rotation Offset - +Optional rotation override applied to the hit effect. +Hit - +GameObject used as the hit effect container. +Hit PS - +Particle system played when the projectile collides. +Flash - +Optional muzzle flash object that detaches on spawn. +Projectile PS - +Main projectile particle system. +Detached - +Array of objects that contain particle systems (such as trails or smoke). +These objects detach on impact so their particles can finish playing naturally. + +Components: + +RB - +Rigidbody used for projectile movement. +Col - +Collider used for collision detection. +Light Source - +Optional light attached to the projectile. + +Lifetime Settings + +Not Destroy +If enabled, the projectile will be disabled instead of destroyed. +This allows it to be reused with an object pool. + +Life Time +Maximum lifetime of the projectile if it does not hit anything. + +Detached Life Time +How long detached particle objects remain alive after impact. + +Collision Behavior + +When the projectile collides: + +Rigidbody movement is stopped +Light and collider are disabled +Projectile particle emission stops +Hit effect is positioned and played +Detached objects are unparented +Detached particle systems stop emitting but existing particles finish their lifetime + +If Not Destroy is enabled: +The projectile will be disabled after the hit effect finishes +Detached objects will be restored when the projectile is reused + +If Not Destroy is disabled: +The projectile will be destroyed after the hit effect duration +Detached objects will be destroyed after Detached Life Time + +Detached Objects Logic: +Detached objects must be child objects of the projectile. +Each detached object can contain multiple particle systems. + +On collision: +The object is unparented +Emission stops +Existing particles finish their lifetime +If pooling is enabled, the objects are restored to their original parent when the projectile is reactivated. + +Typical Use Case: +Projectile Prefab Structure Example + +Projectile +├── Mesh +├── Collider +├── Rigidbody +├── Projectile_PS +├── Flash +└── Detached_Trail +├── Smoke +└── Sparks + +Pooling Support + +When using an object pool: + +Set: +Not Destroy = true +The projectile will be disabled instead of destroyed and can be reused safely. +Detached particle objects will automatically return to their original positions when the projectile is activated again. + +Notes: +Detached objects should only contain particle systems. +Ensure Rigidbody and Collider references are assigned. +Projectile should face forward in the Z direction for correct movement. + + +Contact me if you have any questions. +My email: hovlstudio1@gmail.com \ No newline at end of file diff --git a/Assets/Hovl Studio/MOBA projectiles/Demo scene/Readme.txt.meta b/Assets/Hovl Studio/MOBA projectiles/Demo scene/Readme.txt.meta new file mode 100644 index 00000000..0da5fd33 --- /dev/null +++ b/Assets/Hovl Studio/MOBA projectiles/Demo scene/Readme.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: fb8a4976706d6d149b025734089804d4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/MOBA projectiles/Demo scene/Readme.txt + uploadId: 883376 diff --git a/Assets/Hovl Studio/MOBA projectiles/Prefabs.meta b/Assets/Hovl Studio/MOBA 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+ uploadId: 883376 diff --git a/Assets/Hovl Studio/Toon Projectiles 2/Demo scene/Readme.txt b/Assets/Hovl Studio/Toon Projectiles 2/Demo scene/Readme.txt new file mode 100644 index 00000000..2c1243d1 --- /dev/null +++ b/Assets/Hovl Studio/Toon Projectiles 2/Demo scene/Readme.txt @@ -0,0 +1,143 @@ +Asset Creator - Vladislav Horobets (Hovl). +----------------------------------------------------- + +Using: + +If you want to use post-effects like in the demo video: +https://youtu.be/hZSZ2Q8MF3k + +1) Shaders +1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor. +1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible). + If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS. +1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP! +1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system. + +2)Light. +2.1)You can disable light in the main effect component (delete light and disable light in PS). + Light strongly loads the game if you don't use light probes or something else. + +3)Quality +3.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings. + +4)Scripts +HS_ProjectileMover — Documentation + +Description +HS_ProjectileMover controls the movement, collision behavior, and visual effects of projectile objects. +It handles projectile speed, hit effects, particle systems, detached VFX elements, and supports both destruction and pooling workflows. + +The script is designed for VFX projectiles used in spells, bullets, energy blasts, or similar effects. + +Main Features: + +Moves projectile forward using Rigidbody velocity +Spawns hit effects on collision +Supports pooled projectiles (reuse instead of destroy) +Handles particle systems properly on impact +Allows detached particle effects to continue playing after collision +Automatically restores detached objects when projectile is reused + +Key Parameters: + +Speed - +Controls the forward velocity of the projectile. +Hit Offset - +Moves the hit effect slightly away from the surface normal to avoid clipping. +Use Fire Point Rotation - +If enabled, the hit effect rotation will match the fire point orientation. +Rotation Offset - +Optional rotation override applied to the hit effect. +Hit - +GameObject used as the hit effect container. +Hit PS - +Particle system played when the projectile collides. +Flash - +Optional muzzle flash object that detaches on spawn. +Projectile PS - +Main projectile particle system. +Detached - +Array of objects that contain particle systems (such as trails or smoke). +These objects detach on impact so their particles can finish playing naturally. + +Components: + +RB - +Rigidbody used for projectile movement. +Col - +Collider used for collision detection. +Light Source - +Optional light attached to the projectile. + +Lifetime Settings + +Not Destroy +If enabled, the projectile will be disabled instead of destroyed. +This allows it to be reused with an object pool. + +Life Time +Maximum lifetime of the projectile if it does not hit anything. + +Detached Life Time +How long detached particle objects remain alive after impact. + +Collision Behavior + +When the projectile collides: + +Rigidbody movement is stopped +Light and collider are disabled +Projectile particle emission stops +Hit effect is positioned and played +Detached objects are unparented +Detached particle systems stop emitting but existing particles finish their lifetime + +If Not Destroy is enabled: +The projectile will be disabled after the hit effect finishes +Detached objects will be restored when the projectile is reused + +If Not Destroy is disabled: +The projectile will be destroyed after the hit effect duration +Detached objects will be destroyed after Detached Life Time + +Detached Objects Logic: +Detached objects must be child objects of the projectile. +Each detached object can contain multiple particle systems. + +On collision: +The object is unparented +Emission stops +Existing particles finish their lifetime +If pooling is enabled, the objects are restored to their original parent when the projectile is reactivated. + +Typical Use Case: +Projectile Prefab Structure Example + +Projectile +├── Mesh +├── Collider +├── Rigidbody +├── Projectile_PS +├── Flash +└── Detached_Trail +├── Smoke +└── Sparks + +Pooling Support + +When using an object pool: + +Set: +Not Destroy = true +The projectile will be disabled instead of destroyed and can be reused safely. +Detached particle objects will automatically return to their original positions when the projectile is activated again. + +Notes: +Detached objects should only contain particle systems. +Ensure Rigidbody and Collider references are assigned. +Projectile should face forward in the Z direction for correct movement. + +BiRP, URP or HDRP support is here --> Tools > RP changer for Hovl Studio Assets + +Contact me if you have any questions. +My email: hovlstudio1@gmail.com \ No newline at end of file diff --git a/Assets/Hovl Studio/Toon Projectiles 2/Demo scene/Readme.txt.meta b/Assets/Hovl Studio/Toon Projectiles 2/Demo scene/Readme.txt.meta new file mode 100644 index 00000000..34b38400 --- /dev/null +++ b/Assets/Hovl Studio/Toon Projectiles 2/Demo scene/Readme.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 733825ebdb80e76459ef9a8a6ac36167 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/Toon Projectiles 2/Demo scene/Readme.txt + uploadId: 883376 diff 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spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/Toon projectiles/Demo scene/Lightmap-2_comp_light.exr + uploadId: 883376 diff --git a/Assets/Hovl Studio/Toon projectiles/Demo scene/Readme.txt b/Assets/Hovl Studio/Toon projectiles/Demo scene/Readme.txt new file mode 100644 index 00000000..2c1243d1 --- /dev/null +++ b/Assets/Hovl Studio/Toon projectiles/Demo scene/Readme.txt @@ -0,0 +1,143 @@ +Asset Creator - Vladislav Horobets (Hovl). +----------------------------------------------------- + +Using: + +If you want to use post-effects like in the demo video: +https://youtu.be/hZSZ2Q8MF3k + +1) Shaders +1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor. +1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible). + If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS. +1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP! +1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system. + +2)Light. +2.1)You can disable light in the main effect component (delete light and disable light in PS). + Light strongly loads the game if you don't use light probes or something else. + +3)Quality +3.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings. + +4)Scripts +HS_ProjectileMover — Documentation + +Description +HS_ProjectileMover controls the movement, collision behavior, and visual effects of projectile objects. +It handles projectile speed, hit effects, particle systems, detached VFX elements, and supports both destruction and pooling workflows. + +The script is designed for VFX projectiles used in spells, bullets, energy blasts, or similar effects. + +Main Features: + +Moves projectile forward using Rigidbody velocity +Spawns hit effects on collision +Supports pooled projectiles (reuse instead of destroy) +Handles particle systems properly on impact +Allows detached particle effects to continue playing after collision +Automatically restores detached objects when projectile is reused + +Key Parameters: + +Speed - +Controls the forward velocity of the projectile. +Hit Offset - +Moves the hit effect slightly away from the surface normal to avoid clipping. +Use Fire Point Rotation - +If enabled, the hit effect rotation will match the fire point orientation. +Rotation Offset - +Optional rotation override applied to the hit effect. +Hit - +GameObject used as the hit effect container. +Hit PS - +Particle system played when the projectile collides. +Flash - +Optional muzzle flash object that detaches on spawn. +Projectile PS - +Main projectile particle system. +Detached - +Array of objects that contain particle systems (such as trails or smoke). +These objects detach on impact so their particles can finish playing naturally. + +Components: + +RB - +Rigidbody used for projectile movement. +Col - +Collider used for collision detection. +Light Source - +Optional light attached to the projectile. + +Lifetime Settings + +Not Destroy +If enabled, the projectile will be disabled instead of destroyed. +This allows it to be reused with an object pool. + +Life Time +Maximum lifetime of the projectile if it does not hit anything. + +Detached Life Time +How long detached particle objects remain alive after impact. + +Collision Behavior + +When the projectile collides: + +Rigidbody movement is stopped +Light and collider are disabled +Projectile particle emission stops +Hit effect is positioned and played +Detached objects are unparented +Detached particle systems stop emitting but existing particles finish their lifetime + +If Not Destroy is enabled: +The projectile will be disabled after the hit effect finishes +Detached objects will be restored when the projectile is reused + +If Not Destroy is disabled: +The projectile will be destroyed after the hit effect duration +Detached objects will be destroyed after Detached Life Time + +Detached Objects Logic: +Detached objects must be child objects of the projectile. +Each detached object can contain multiple particle systems. + +On collision: +The object is unparented +Emission stops +Existing particles finish their lifetime +If pooling is enabled, the objects are restored to their original parent when the projectile is reactivated. + +Typical Use Case: +Projectile Prefab Structure Example + +Projectile +├── Mesh +├── Collider +├── Rigidbody +├── Projectile_PS +├── Flash +└── Detached_Trail +├── Smoke +└── Sparks + +Pooling Support + +When using an object pool: + +Set: +Not Destroy = true +The projectile will be disabled instead of destroyed and can be reused safely. +Detached particle objects will automatically return to their original positions when the projectile is activated again. + +Notes: +Detached objects should only contain particle systems. +Ensure Rigidbody and Collider references are assigned. +Projectile should face forward in the Z direction for correct movement. + +BiRP, URP or HDRP support is here --> Tools > RP changer for Hovl Studio Assets + +Contact me if you have any questions. +My email: hovlstudio1@gmail.com \ No newline at end of file diff --git a/Assets/Hovl Studio/Toon projectiles/Demo scene/Readme.txt.meta b/Assets/Hovl Studio/Toon projectiles/Demo scene/Readme.txt.meta new file mode 100644 index 00000000..3568dc9d --- /dev/null +++ b/Assets/Hovl Studio/Toon projectiles/Demo scene/Readme.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 3cd6f668cfb5dc446b84c3ea5c919695 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 315729 + packageName: BIG Projectiles bundle + packageVersion: 3.1 + assetPath: Assets/Hovl Studio/Toon projectiles/Demo scene/Readme.txt + uploadId: 883376 diff --git 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_StencilRef: 0 - _StencilRefDepth: 1 diff --git a/Assets/Piloto Studio/Materials/Fire/Fire_Trail.mat b/Assets/Piloto Studio/Materials/Fire/Fire_Trail.mat index a0a0c058..7bfa2685 100644 --- a/Assets/Piloto Studio/Materials/Fire/Fire_Trail.mat +++ b/Assets/Piloto Studio/Materials/Fire/Fire_Trail.mat @@ -70,6 +70,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -254,6 +256,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 - _EmissiveIntensity: 1 @@ -295,7 +298,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -311,7 +314,8 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - 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3 @@ -113,6 +115,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -125,7 +128,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -133,7 +136,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Flare_FatDot_Add_Soft.mat b/Assets/Piloto Studio/Materials/Shared/Flare_FatDot_Add_Soft.mat index c4672af6..9ccb8ac1 100644 --- a/Assets/Piloto Studio/Materials/Shared/Flare_FatDot_Add_Soft.mat +++ b/Assets/Piloto Studio/Materials/Shared/Flare_FatDot_Add_Soft.mat @@ -28,6 +28,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -101,6 +103,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -113,7 +116,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -121,7 +124,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Flare_FatDot_Additive.mat b/Assets/Piloto Studio/Materials/Shared/Flare_FatDot_Additive.mat index 36a4f253..0d3c094e 100644 --- a/Assets/Piloto Studio/Materials/Shared/Flare_FatDot_Additive.mat +++ b/Assets/Piloto Studio/Materials/Shared/Flare_FatDot_Additive.mat @@ -43,6 +43,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -116,6 +118,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -129,7 +132,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -138,7 +141,8 @@ Material: - _Scale: 5 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Flare_Glint.mat b/Assets/Piloto Studio/Materials/Shared/Flare_Glint.mat index e7f7a892..bf2c364b 100644 --- a/Assets/Piloto Studio/Materials/Shared/Flare_Glint.mat +++ b/Assets/Piloto Studio/Materials/Shared/Flare_Glint.mat @@ -70,6 +70,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -143,6 +145,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -155,7 +158,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -163,7 +166,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.2 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Flare_GlowdotPickbook_Add.mat b/Assets/Piloto Studio/Materials/Shared/Flare_GlowdotPickbook_Add.mat index 27854a3b..9c5ca26e 100644 --- a/Assets/Piloto Studio/Materials/Shared/Flare_GlowdotPickbook_Add.mat +++ b/Assets/Piloto Studio/Materials/Shared/Flare_GlowdotPickbook_Add.mat @@ -111,6 +111,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -132,7 +133,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.2 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/FuzzAdd.mat b/Assets/Piloto Studio/Materials/Shared/FuzzAdd.mat index 8218cdf7..539e1055 100644 --- a/Assets/Piloto Studio/Materials/Shared/FuzzAdd.mat +++ b/Assets/Piloto Studio/Materials/Shared/FuzzAdd.mat @@ -43,6 +43,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -124,6 +126,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -136,7 +139,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceiveShadows: 1 - _ReceivesSSR: 0 @@ -145,7 +148,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/FuzzAlpha.mat b/Assets/Piloto Studio/Materials/Shared/FuzzAlpha.mat index 433650d8..26323b89 100644 --- a/Assets/Piloto Studio/Materials/Shared/FuzzAlpha.mat +++ b/Assets/Piloto Studio/Materials/Shared/FuzzAlpha.mat @@ -131,6 +131,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 10 + - _DstBlendAlpha: 10 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -151,7 +152,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0 - _SourceBlendRGB: 10 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/ImpactFlare_2_Distorted.mat b/Assets/Piloto Studio/Materials/Shared/ImpactFlare_2_Distorted.mat index 7ccb4ccf..eeb9c4cf 100644 --- a/Assets/Piloto Studio/Materials/Shared/ImpactFlare_2_Distorted.mat +++ b/Assets/Piloto Studio/Materials/Shared/ImpactFlare_2_Distorted.mat @@ -69,6 +69,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -142,6 +144,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -154,7 +157,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -162,7 +165,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/ImpactLightrays.mat b/Assets/Piloto Studio/Materials/Shared/ImpactLightrays.mat index 26ab76fe..b8e9859e 100644 --- a/Assets/Piloto Studio/Materials/Shared/ImpactLightrays.mat +++ b/Assets/Piloto Studio/Materials/Shared/ImpactLightrays.mat @@ -144,6 +144,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -164,7 +165,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/ImpactLightrays_Blurry.mat b/Assets/Piloto Studio/Materials/Shared/ImpactLightrays_Blurry.mat index f4e3dff3..3dcc2d89 100644 --- a/Assets/Piloto Studio/Materials/Shared/ImpactLightrays_Blurry.mat +++ b/Assets/Piloto Studio/Materials/Shared/ImpactLightrays_Blurry.mat @@ -53,6 +53,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -126,6 +128,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -138,7 +141,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -146,7 +149,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/LightFlash.mat b/Assets/Piloto Studio/Materials/Shared/LightFlash.mat index 300e4847..ff68fb55 100644 --- a/Assets/Piloto Studio/Materials/Shared/LightFlash.mat +++ b/Assets/Piloto Studio/Materials/Shared/LightFlash.mat @@ -44,6 +44,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -117,6 +119,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -129,7 +132,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -137,7 +140,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.2 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/LightRay_Generic_Distorted.mat b/Assets/Piloto Studio/Materials/Shared/LightRay_Generic_Distorted.mat index 1a513bbe..05f3b6e5 100644 --- a/Assets/Piloto Studio/Materials/Shared/LightRay_Generic_Distorted.mat +++ b/Assets/Piloto Studio/Materials/Shared/LightRay_Generic_Distorted.mat @@ -60,6 +60,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -223,6 +225,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 - _EmissiveIntensity: 1 @@ -266,7 +269,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _RayTracing: 0 - _ReceivesSSR: 1 @@ -282,7 +285,8 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/LightRay_Generic_StrongDistortion.mat b/Assets/Piloto Studio/Materials/Shared/LightRay_Generic_StrongDistortion.mat index 2f318773..c2f21d6a 100644 --- a/Assets/Piloto Studio/Materials/Shared/LightRay_Generic_StrongDistortion.mat +++ b/Assets/Piloto Studio/Materials/Shared/LightRay_Generic_StrongDistortion.mat @@ -73,6 +73,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -236,6 +238,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 - _EmissiveIntensity: 1 @@ -279,7 +282,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _RayTracing: 0 - _ReceivesSSR: 1 @@ -295,7 +298,8 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Nokdef_Add_Soft.mat b/Assets/Piloto Studio/Materials/Shared/Nokdef_Add_Soft.mat index 50bea114..f5784238 100644 --- a/Assets/Piloto Studio/Materials/Shared/Nokdef_Add_Soft.mat +++ b/Assets/Piloto Studio/Materials/Shared/Nokdef_Add_Soft.mat @@ -118,6 +118,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -138,7 +139,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Polarized_AOEIndicatorTech.mat b/Assets/Piloto Studio/Materials/Shared/Polarized_AOEIndicatorTech.mat index 72740386..4d2593cb 100644 --- a/Assets/Piloto Studio/Materials/Shared/Polarized_AOEIndicatorTech.mat +++ b/Assets/Piloto Studio/Materials/Shared/Polarized_AOEIndicatorTech.mat @@ -44,6 +44,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -228,6 +230,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 10 + - _DstBlendAlpha: 10 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 - _EmissiveIntensity: 1 @@ -270,7 +273,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -286,7 +289,8 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Ring_0101_Add_soft.mat b/Assets/Piloto Studio/Materials/Shared/Ring_0101_Add_soft.mat index 5bd3f2ef..15c8a274 100644 --- a/Assets/Piloto Studio/Materials/Shared/Ring_0101_Add_soft.mat +++ b/Assets/Piloto Studio/Materials/Shared/Ring_0101_Add_soft.mat @@ -72,6 +72,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -235,6 +237,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 - _EmissiveIntensity: 1 @@ -278,7 +281,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _RayTracing: 0 - _ReceivesSSR: 1 @@ -294,7 +297,8 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Smoke_Generic_Add_Soft.mat b/Assets/Piloto Studio/Materials/Shared/Smoke_Generic_Add_Soft.mat index 20f09979..965deb89 100644 --- a/Assets/Piloto Studio/Materials/Shared/Smoke_Generic_Add_Soft.mat +++ b/Assets/Piloto Studio/Materials/Shared/Smoke_Generic_Add_Soft.mat @@ -44,6 +44,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -117,6 +119,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -129,7 +132,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -137,7 +140,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Smoke_Generic_AlphaSoft.mat b/Assets/Piloto Studio/Materials/Shared/Smoke_Generic_AlphaSoft.mat index 11ea219c..e3f1a323 100644 --- a/Assets/Piloto Studio/Materials/Shared/Smoke_Generic_AlphaSoft.mat +++ b/Assets/Piloto Studio/Materials/Shared/Smoke_Generic_AlphaSoft.mat @@ -41,6 +41,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -114,6 +116,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 10 + - _DstBlendAlpha: 10 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -127,7 +130,7 @@ Material: - _MoveToMaterialUV: 0 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -135,7 +138,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 1 - _SourceBlendRGB: 10 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Smoke_Harsh_Alpha_Soft.mat b/Assets/Piloto Studio/Materials/Shared/Smoke_Harsh_Alpha_Soft.mat index b9112909..27c2f6db 100644 --- a/Assets/Piloto Studio/Materials/Shared/Smoke_Harsh_Alpha_Soft.mat +++ b/Assets/Piloto Studio/Materials/Shared/Smoke_Harsh_Alpha_Soft.mat @@ -28,6 +28,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -101,6 +103,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 10 + - _DstBlendAlpha: 10 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -113,7 +116,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -121,7 +124,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 1 - _SourceBlendRGB: 10 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Star_FourSides.mat b/Assets/Piloto Studio/Materials/Shared/Star_FourSides.mat index 86ecc2b9..2e736b8e 100644 --- a/Assets/Piloto Studio/Materials/Shared/Star_FourSides.mat +++ b/Assets/Piloto Studio/Materials/Shared/Star_FourSides.mat @@ -55,6 +55,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -218,6 +220,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 - _EmissiveIntensity: 1 @@ -261,7 +264,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _RayTracing: 0 - _ReceivesSSR: 1 @@ -277,7 +280,8 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/Star_FourSides_Fat.mat b/Assets/Piloto Studio/Materials/Shared/Star_FourSides_Fat.mat index d810751d..4771ae05 100644 --- a/Assets/Piloto Studio/Materials/Shared/Star_FourSides_Fat.mat +++ b/Assets/Piloto Studio/Materials/Shared/Star_FourSides_Fat.mat @@ -59,6 +59,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -222,6 +224,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 - _EmissiveIntensity: 1 @@ -265,7 +268,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _RayTracing: 0 - _ReceivesSSR: 1 @@ -281,7 +284,8 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Shared/White_AlphaDouble.mat b/Assets/Piloto Studio/Materials/Shared/White_AlphaDouble.mat index a9802479..dbb44cec 100644 --- a/Assets/Piloto Studio/Materials/Shared/White_AlphaDouble.mat +++ b/Assets/Piloto Studio/Materials/Shared/White_AlphaDouble.mat @@ -40,6 +40,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -113,6 +115,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 10 + - _DstBlendAlpha: 10 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -125,7 +128,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -133,7 +136,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 10 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Trails/Trail_Lootbeam_Runic.mat b/Assets/Piloto Studio/Materials/Trails/Trail_Lootbeam_Runic.mat index 18d1785c..98dd39f5 100644 --- a/Assets/Piloto Studio/Materials/Trails/Trail_Lootbeam_Runic.mat +++ b/Assets/Piloto Studio/Materials/Trails/Trail_Lootbeam_Runic.mat @@ -54,6 +54,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -127,6 +129,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -139,7 +142,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -147,7 +150,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Trails/Trail_WavySwirlPurple.mat b/Assets/Piloto Studio/Materials/Trails/Trail_WavySwirlPurple.mat index f5a65d68..66b0a7ec 100644 --- a/Assets/Piloto Studio/Materials/Trails/Trail_WavySwirlPurple.mat +++ b/Assets/Piloto Studio/Materials/Trails/Trail_WavySwirlPurple.mat @@ -28,6 +28,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -101,6 +103,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -113,7 +116,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -121,7 +124,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Trails/Trail_WavySwirlYellow.mat b/Assets/Piloto Studio/Materials/Trails/Trail_WavySwirlYellow.mat index ea5582d6..a24c9f39 100644 --- a/Assets/Piloto Studio/Materials/Trails/Trail_WavySwirlYellow.mat +++ b/Assets/Piloto Studio/Materials/Trails/Trail_WavySwirlYellow.mat @@ -44,6 +44,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -117,6 +119,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 1 + - _DstBlendAlpha: 1 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -129,7 +132,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -137,7 +140,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Materials/Trails/Trail_WispyGeneric_Alpha.mat b/Assets/Piloto Studio/Materials/Trails/Trail_WispyGeneric_Alpha.mat index 54d1294a..07d26c76 100644 --- a/Assets/Piloto Studio/Materials/Trails/Trail_WispyGeneric_Alpha.mat +++ b/Assets/Piloto Studio/Materials/Trails/Trail_WispyGeneric_Alpha.mat @@ -42,6 +42,8 @@ Material: - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass + - DepthOnly + - SHADOWCASTER m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -115,6 +117,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 10 + - _DstBlendAlpha: 10 - _EnableBlendModePreserveSpecularLighting: 0 - _EnableFogOnTransparent: 0 - _ExcludeFromTUAndAA: 0 @@ -127,7 +130,7 @@ Material: - _MiddlePointPos1: 0.5 - _MultiplyNoiseDesaturation: 1 - _OpaqueCullMode: 2 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _ReceivesSSR: 0 - _ReceivesSSRTransparent: 0 @@ -135,7 +138,8 @@ Material: - _RequireSplitLighting: 0 - _SoftFadeFactor: 0.1 - _SourceBlendRGB: 10 - - _SrcBlend: 1 + - _SrcBlend: 5 + - _SrcBlendAlpha: 1 - _StencilRef: 0 - _StencilRefDepth: 1 - _StencilRefDistortionVec: 4 diff --git a/Assets/Piloto Studio/Shaders_Reforged/SharedMaterials/GradModels_Toony.mat b/Assets/Piloto Studio/Shaders_Reforged/SharedMaterials/GradModels_Toony.mat index 44861b82..dcb1ffdb 100644 --- a/Assets/Piloto Studio/Shaders_Reforged/SharedMaterials/GradModels_Toony.mat +++ b/Assets/Piloto Studio/Shaders_Reforged/SharedMaterials/GradModels_Toony.mat @@ -51,6 +51,7 @@ Material: stringTagMap: IgnoreProjection: False MotionVector: User + RenderType: Opaque disabledShaderPasses: - TransparentBackface - TransparentDepthPostpass @@ -350,6 +351,7 @@ Material: - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 2 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EMISSIVE: 0 - _EmissiveColorMode: 1 - _EmissiveExposureWeight: 1 @@ -439,7 +441,7 @@ Material: - _PPDMinSamples: 5 - _PPDPrimitiveLength: 1 - _PPDPrimitiveWidth: 1 - - _QueueControl: -1 + - _QueueControl: 1 - _QueueOffset: 0 - _RayTracing: 0 - _ReceivesSSR: 0 @@ -477,6 +479,7 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _StencilComp: 0 - _StencilMode: 0 - _StencilNo: 1 diff --git a/Packages/manifest.json b/Packages/manifest.json index 424dd145..1f0101ee 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -8,6 +8,7 @@ "com.unity.learn.iet-framework": "5.0.3", "com.unity.multiplayer.center": "1.0.1", "com.unity.render-pipelines.universal": "17.3.0", + "com.unity.shadergraph": "17.3.0", "com.unity.splines": "2.6.1", "com.unity.timeline": "1.8.12", "com.unity.xr.androidxr-openxr": "1.2.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 73c414d4..48483a38 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -168,7 +168,7 @@ }, "com.unity.searcher": { "version": "4.9.4", - "depth": 2, + "depth": 1, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" @@ -182,7 +182,7 @@ }, "com.unity.shadergraph": { "version": "17.3.0", - "depth": 1, + "depth": 0, "source": "builtin", "dependencies": { "com.unity.render-pipelines.core": "17.3.0",