diff --git a/Assets/02_Scripts/Combat/ActionData.cs b/Assets/02_Scripts/Combat/ActionData.cs index 3006a4d..b54066b 100644 --- a/Assets/02_Scripts/Combat/ActionData.cs +++ b/Assets/02_Scripts/Combat/ActionData.cs @@ -59,6 +59,12 @@ public class ActionData : ScriptableObject public float HitTiming = 0.15f; // 액션 시작 후 hit 발동까지 시간 (선딜) public float HitDuration = 0f; // hit 영역이 활성 상태로 유지되는 시간 (0이면 단발) + // ─── 공격 이펙트 (hit 발동 시 생성하는 VFX) ───────────────────────── + public GameObject HitEffectPrefab; // 생성할 이펙트 프리팹 (null이면 없음) + public Vector2 HitEffectOffset = new Vector2(0.5f, 0f); // 캐릭터 기준 이펙트 생성 위치 (X는 facing 방향, hit 영역과 독립) + public bool HitEffectAttachToPlayer; // true면 플레이어 자식으로 부착 (같이 움직임), false면 월드 고정 + public float HitEffectLifetime = 1f; // 자동 파괴 시간 (0이면 파괴 안 함 — 프리팹이 스스로 정리) + // ─── 피격자 반응 (피격된 적의 동작) ───────────────────────────────── [Header("Hit Reaction")] public Vector2 HitVelocity = Vector2.zero; // 적에게 가할 넉백 속도 (X는 공격자 facing 방향) diff --git a/Assets/02_Scripts/Player/PlayerController.cs b/Assets/02_Scripts/Player/PlayerController.cs index 9fb091e..f8f88c2 100644 --- a/Assets/02_Scripts/Player/PlayerController.cs +++ b/Assets/02_Scripts/Player/PlayerController.cs @@ -811,6 +811,36 @@ private void ActivateAttackHitbox(ActionData data) Vector2 sourcePosition = _rb != null ? _rb.position : (Vector2)transform.position; _attackHitbox.Activate(data, localPosition, hitVelocity, sourcePosition, hitTargetPosition, data.CorrectHitTargetY, _groundLayer.value, _enemyLayer); + + SpawnHitEffect(data); + } + + // hit 발동 시점에 이펙트 프리팹 생성. + // 위치는 HitEffectOffset으로 별도 지정 (hit 영역 Offset과 독립). + // 페이싱에 맞춰 좌우 반전하고, 설정된 수명만큼만 유지. + private void SpawnHitEffect(ActionData data) + { + if (data.HitEffectPrefab == null) return; + + Vector2 localPosition = GetAttackLocalPosition(data.HitEffectOffset); + Vector3 worldPosition = transform.TransformPoint(localPosition); + GameObject effect = Instantiate(data.HitEffectPrefab, worldPosition, Quaternion.identity); + + // 캐릭터가 왼쪽을 보면 이펙트도 X 반전. + if (_spriteRenderer != null && _spriteRenderer.flipX) + { + Vector3 scale = effect.transform.localScale; + scale.x *= -1f; + effect.transform.localScale = scale; + } + + // 플레이어 자식으로 붙이면 캐릭터 따라 움직임 (검광처럼 캐릭터에 붙는 이펙트). + if (data.HitEffectAttachToPlayer) + effect.transform.SetParent(transform); + + // 0보다 크면 자동 파괴. 0이면 프리팹이 스스로 정리한다고 가정 (파티클 Stop Action 등). + if (data.HitEffectLifetime > 0f) + Destroy(effect, data.HitEffectLifetime); } private void EnsureAttackHitbox() diff --git a/Assets/05_Data/Attack/GunFire.asset b/Assets/05_Data/Attack/GunFire.asset index 7d6bc23..9aab21a 100644 --- a/Assets/05_Data/Attack/GunFire.asset +++ b/Assets/05_Data/Attack/GunFire.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:abc05f4dc58a595a0ececac78100cb7ebd68e825574d6c32ce2d26dacb3ef3d8 -size 3007 +oid sha256:5859e13f692adf16f8df99bb15b9e1df44d876d2dc52eef75b9642510d82c0f1 +size 3197 diff --git a/Assets/09_FX.meta 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b/Assets/Eric VFX Studio/Game VFX - Stylized Beams/Readme.txt new file mode 100644 index 0000000..699d9b8 --- /dev/null +++ b/Assets/Eric VFX Studio/Game VFX - Stylized Beams/Readme.txt @@ -0,0 +1,32 @@ +My email is "wangray0110@gmail.com" +You can contact me for any questions. +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ + +Pack includes 29 VFX prefabs +Beam VFX using Unity particle system, including a total of 18 different beam effects and 11 hit effects +you can freely increase the size, reduce the size and rotate + + +Texture dimensions: 1024*1024 +Types of texture maps:PNG,TGA + + +Unity Version:2022.3.45f1 +Render Mode:Built-In & URP + +This package provides both URP and Built-in versions of the shaders. + + +Built-in Shaders: Theoretically compatible with all three render modes (Built-in, URP, and HDRP). + +However, please note that using Built-in shaders in SRP(URP,HDRP) environments may result in lower performance. + + +URP Shaders: Specifically optimized for the Universal Render Pipeline. + +If your project is URP-based, + +please use the dedicated URP shaders to ensure the best performance and visual quality. + +Official Website +https://www.youtube.com/@EricWang0110/featured \ No newline at end of file diff --git a/Assets/Eric VFX Studio/Game VFX - Stylized Beams/Readme.txt.meta b/Assets/Eric VFX Studio/Game VFX - Stylized Beams/Readme.txt.meta new file mode 100644 index 0000000..0fdb251 --- /dev/null +++ b/Assets/Eric VFX Studio/Game VFX - Stylized Beams/Readme.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 7de215b9f1947624ba23b2c07f019bca +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 362904 + packageName: Game VFX - Stylized Beams + packageVersion: 1.0 + assetPath: Assets/Eric VFX Studio/Game VFX - Stylized 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362904 + packageName: Game VFX - Stylized Beams + packageVersion: 1.0 + assetPath: Assets/Eric VFX Studio/Resource/Mesh/tonado.FBX + uploadId: 866028 diff --git a/Assets/Eric VFX Studio/Resource/Shader.meta b/Assets/Eric VFX Studio/Resource/Shader.meta new file mode 100644 index 0000000..da07278 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 881da77abd5a2be438c811cf3e84cdff +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader b/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader new file mode 100644 index 0000000..88d1347 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader @@ -0,0 +1,166 @@ +Shader "Eric/URP_AdditiveFlow" +{ + Properties + { + [MainTexture] _MainTex("Main Texture", 2D) = "white" {} + [HDR] _TintColor("Tint Color", Color) = (1, 1, 1, 1) + _FlowSpeed("MainTex Flow Speed", Vector) = (0, 0, 0, 0) + _Brightness("Brightness Boost", Float) = 1.0 + + [Header(Soft Particles)] + [Toggle(_SOFTPARTICLES_ON)] _SoftParticlesEnabled("Enable Soft Particles", Float) = 0 + _SoftParticlesFadeDistance("Fade Distance", Range(0.01, 10.0)) = 1.0 + + [Header(UV Distortion)] + _DistortionMap("Distortion Map", 2D) = "white" {} + _DistortionPower("Distortion Power", Range(0, 1)) = 0 + _DistortionSpeed("Distortion Speed", Vector) = (0, 0, 0, 0) + + [Header(Fresnel Rim Light)] + [Toggle(_FRESNEL_ON)] _UseFresnel("Enable Fresnel", Float) = 0 + [Enum(Normal Based, 0, UV Based, 1)] _FresnelType("Fresnel Type", Float) = 0 + [HDR] _FresnelColor("Fresnel Color", Color) = (1, 1, 0, 1) + _FresnelIntensity("Fresnel Intensity", Float) = 5.0 + _FresnelWidth("Fresnel Width", Range(0.1, 15.0)) = 5.0 + [Toggle(_FRESNEL_MASK_ON)] _FresnelMasksTexture("Use Fresnel as Texture Mask", Float) = 0 + + [Header(Dissolve)] + [Toggle(_USEPARTICLEALPHADISSOLVE_ON)] _UseAlphaDissolve("Use Alpha as Dissolve", Float) = 0 + _DissolveTex("Dissolve Texture", 2D) = "white" {} + _DissolveAmount("Dissolve Amount", Range(0, 1)) = 0.0 + _VertexAlphaRef("Alpha Ref", Range(0.01, 1.0)) = 1.0 + [HDR] _DissolveEdgeColor("Dissolve Edge Color", Color) = (1, 0, 0, 1) + _DissolveEdgeWidth("Dissolve Edge Width", Range(0, 0.2)) = 0.05 + + [Header(Overlay)] + _OverlayTex("Overlay Texture", 2D) = "white" {} + [HDR] _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) + _OverlayFlowSpeed("Overlay Flow Speed", Vector) = (0, 0, 0, 0) + + [Header(Vertex Distort)] + [Toggle(_VERTEX_DISTORT_ON)] _UseVertexDistort("Enable Vertex Distort", Float) = 0 + _DistortStrength("Vertex Strength", Range(0, 0.5)) = 0.0 + _DistortSpeed("Vertex Speed", Float) = 1.0 + _DistortFrequency("Vertex Frequency", Float) = 2.0 + } + + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" "PreviewType"="Plane" } + Cull Off ZWrite Off Blend One One + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature _SOFTPARTICLES_ON + #pragma shader_feature _FRESNEL_ON + #pragma shader_feature _FRESNEL_MASK_ON + #pragma shader_feature _USEPARTICLEALPHADISSOLVE_ON + #pragma shader_feature _VERTEX_DISTORT_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; float4 color : COLOR; }; + struct Varyings { float4 positionCS : SV_POSITION; float4 screenPos : TEXCOORD1; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; float4 color : COLOR; }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST, _DissolveTex_ST, _DistortionMap_ST, _OverlayTex_ST; + half4 _TintColor, _FlowSpeed, _DistortionSpeed, _FresnelColor, _DissolveEdgeColor, _OverlayColor, _OverlayFlowSpeed; + half _Brightness, _FresnelWidth, _FresnelIntensity, _DistortStrength, _DistortSpeed, _DistortFrequency, _DistortionPower, _DissolveAmount, _VertexAlphaRef, _DissolveEdgeWidth, _FresnelType, _SoftParticlesFadeDistance; + CBUFFER_END + + TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); + TEXTURE2D(_DissolveTex); SAMPLER(sampler_DissolveTex); + TEXTURE2D(_DistortionMap); SAMPLER(sampler_DistortionMap); + TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); + + Varyings vert(Attributes input) { + Varyings output; + float3 wPos = TransformObjectToWorld(input.positionOS.xyz); + #ifdef _VERTEX_DISTORT_ON + input.positionOS.xyz += input.normalOS * sin(_Time.y * (float)_DistortSpeed + (wPos.x + wPos.y + wPos.z) * (float)_DistortFrequency) * (float)_DistortStrength; + #endif + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + output.screenPos = ComputeScreenPos(output.positionCS); + output.uv = input.uv; + output.color = input.color; + output.normalWS = TransformObjectToWorldNormal(input.normalOS); + output.viewDirWS = GetWorldSpaceViewDir(wPos); + return output; + } + + half4 frag(Varyings input) : SV_Target { + // --- 自動偵測相機模式的 Soft Particles 計算 --- + float softFade = 1.0; + #ifdef _SOFTPARTICLES_ON + float2 screenUV = input.screenPos.xy / max(0.0001, input.screenPos.w); + float rawDepth = SampleSceneDepth(screenUV); + + float sceneZ, partZ; + if (IsPerspectiveProjection()) { + // 透視相機邏輯 + sceneZ = LinearEyeDepth(rawDepth, _ZBufferParams); + partZ = input.screenPos.w; + } else { + // 正交相機邏輯:還原線性深度 + #if UNITY_REVERSED_Z + sceneZ = _ProjectionParams.y + (1.0 - rawDepth) * (_ProjectionParams.z - _ProjectionParams.y); + #else + sceneZ = _ProjectionParams.y + rawDepth * (_ProjectionParams.z - _ProjectionParams.y); + #endif + // 在正交模式下,ClipSpace 的 W 永遠是 1,需使用 Z 取代 + partZ = input.positionCS.z / input.positionCS.w; + // 將 0-1 的 Z 轉回線性距離 + #if UNITY_REVERSED_Z + partZ = _ProjectionParams.y + (1.0 - partZ) * (_ProjectionParams.z - _ProjectionParams.y); + #else + partZ = _ProjectionParams.y + partZ * (_ProjectionParams.z - _ProjectionParams.y); + #endif + } + + softFade = saturate((sceneZ - partZ) / max(0.01, _SoftParticlesFadeDistance)); + #endif + + // UV 扭曲 + half2 uvOff = (SAMPLE_TEXTURE2D(_DistortionMap, sampler_DistortionMap, input.uv * _DistortionMap_ST.xy + _DistortionMap_ST.zw + _DistortionSpeed.xy * _Time.y).rg * 2.0h - 1.0h) * _DistortionPower; + + // 貼圖與 Overlay + half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv * _MainTex_ST.xy + _MainTex_ST.zw + _FlowSpeed.xy * _Time.y + (float2)uvOff); + half4 over = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, input.uv * _OverlayTex_ST.xy + _OverlayTex_ST.zw + _OverlayFlowSpeed.xy * _Time.y + (float2)uvOff) * _OverlayColor; + + // 溶解與頂點 Alpha 連動 + half dAmt = _DissolveAmount; + #ifdef _USEPARTICLEALPHADISSOLVE_ON + dAmt = saturate(_DissolveAmount + (1.0h - saturate(input.color.a / max(0.001h, _VertexAlphaRef)))); + #endif + + half dVal = SAMPLE_TEXTURE2D(_DissolveTex, sampler_DissolveTex, input.uv * _DissolveTex_ST.xy + _DissolveTex_ST.zw).r; + half bAC = step(0.001h, tex.a); + half dMask = step(dAmt, dVal) * bAC; + half eMask = saturate(step(dAmt - _DissolveEdgeWidth, dVal) - step(dAmt, dVal)) * bAC * saturate(dAmt * 100.0h); + + // 顏色與 Fresnel + half3 rgb = tex.rgb * _TintColor.rgb * input.color.rgb * over.rgb * _Brightness; + half alpha = tex.a * _TintColor.a * input.color.a * over.a * softFade; + + #ifdef _FRESNEL_ON + half fPower = max(0.1h, 15.1h - _FresnelWidth); + half fNormal = pow(1.0h - saturate(abs(dot(normalize(input.normalWS), normalize(input.viewDirWS)))), fPower); + half2 uvD = min(input.uv, 1.0h - input.uv); + half fEff = lerp(fNormal, pow(saturate(1.0h - min(uvD.x, uvD.y) * 2.0h), fPower), step(0.5h, _FresnelType)); + #ifdef _FRESNEL_MASK_ON + rgb *= fEff; alpha *= fEff; + #endif + rgb += _FresnelColor.rgb * fEff * _FresnelIntensity; + #endif + + half3 finalRGB = (rgb * dMask + _DissolveEdgeColor.rgb * eMask) * alpha; + return half4(finalRGB, 1.0h); + } + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader.meta b/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader.meta new file mode 100644 index 0000000..000677d --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: ce47b9045a7a3214ca1379e605f54d9f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 362904 + packageName: Game VFX - Stylized Beams + packageVersion: 1.0 + assetPath: Assets/Eric VFX Studio/Resource/Shader/AdditiveFlow.shader + uploadId: 866028 diff --git a/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader b/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader new file mode 100644 index 0000000..e520de3 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader @@ -0,0 +1,155 @@ +Shader "Eric/URP_AlphaBlendFlow" +{ + Properties + { + [MainTexture] _MainTex("Main Texture", 2D) = "white" {} + [HDR] _TintColor("Tint Color", Color) = (1, 1, 1, 1) + _FlowSpeed("MainTex Flow Speed", Vector) = (0, 0, 0, 0) + _Brightness("Brightness Boost", Float) = 1.0 + + [Header(Soft Particles)] + [Toggle(_SOFTPARTICLES_ON)] _SoftParticlesEnabled("Enable Soft Particles", Float) = 0 + _SoftParticlesFadeDistance("Fade Distance", Range(0.01, 10.0)) = 1.0 + + [Header(UV Distortion)] + _DistortionMap("Distortion Map", 2D) = "white" {} + _DistortionPower("Distortion Power", Range(0, 1)) = 0 + _DistortionSpeed("Distortion Speed", Vector) = (0, 0, 0, 0) + + [Header(Fresnel Rim Light)] + [Toggle(_FRESNEL_ON)] _UseFresnel("Enable Fresnel", Float) = 0 + [Enum(Normal Based, 0, UV Based, 1)] _FresnelType("Fresnel Type", Float) = 0 + [HDR] _FresnelColor("Fresnel Color", Color) = (1, 1, 0, 1) + _FresnelIntensity("Fresnel Intensity", Float) = 5.0 + _FresnelWidth("Fresnel Width", Range(0.1, 15.0)) = 5.0 + [Toggle(_FRESNEL_MASK_ON)] _FresnelMasksTexture("Use Fresnel as Texture Mask", Float) = 0 + + [Header(Dissolve)] + [Toggle(_USEPARTICLEALPHADISSOLVE_ON)] _UseAlphaDissolve("Use Alpha as Dissolve", Float) = 0 + _DissolveTex("Dissolve Texture", 2D) = "white" {} + _DissolveAmount("Dissolve Amount", Range(0, 1)) = 0.0 + _VertexAlphaRef("Alpha Ref", Range(0.01, 1.0)) = 1.0 + [HDR] _DissolveEdgeColor("Dissolve Edge Color", Color) = (1, 0, 0, 1) + _DissolveEdgeWidth("Dissolve Edge Width", Range(0, 0.2)) = 0.05 + + [Header(Overlay)] + _OverlayTex("Overlay Texture", 2D) = "white" {} + [HDR] _OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) + _OverlayFlowSpeed("Overlay Flow Speed", Vector) = (0, 0, 0, 0) + + [Header(Vertex Distort)] + [Toggle(_VERTEX_DISTORT_ON)] _UseVertexDistort("Enable Vertex Distort", Float) = 0 + _DistortStrength("Vertex Strength", Range(0, 0.5)) = 0.0 + _DistortSpeed("Vertex Speed", Float) = 1.0 + _DistortFrequency("Vertex Frequency", Float) = 2.0 + } + + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" "PreviewType"="Plane" } + + HLSLINCLUDE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; float4 color : COLOR; }; + struct Varyings { float4 positionCS : SV_POSITION; float4 screenPos : TEXCOORD1; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; float4 color : COLOR; }; + + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST, _DissolveTex_ST, _DistortionMap_ST, _OverlayTex_ST; + half4 _TintColor, _FlowSpeed, _DistortionSpeed, _FresnelColor, _DissolveEdgeColor, _OverlayColor, _OverlayFlowSpeed; + half _Brightness, _FresnelWidth, _FresnelIntensity, _DistortStrength, _DistortSpeed, _DistortFrequency, _DistortionPower, _DissolveAmount, _VertexAlphaRef, _DissolveEdgeWidth, _FresnelType, _SoftParticlesFadeDistance; + CBUFFER_END + + TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); + TEXTURE2D(_DissolveTex); SAMPLER(sampler_DissolveTex); + TEXTURE2D(_DistortionMap); SAMPLER(sampler_DistortionMap); + TEXTURE2D(_OverlayTex); SAMPLER(sampler_OverlayTex); + + Varyings vert(Attributes input) { + Varyings output; + float3 wPos = TransformObjectToWorld(input.positionOS.xyz); + #ifdef _VERTEX_DISTORT_ON + input.positionOS.xyz += input.normalOS * sin(_Time.y * (float)_DistortSpeed + (wPos.x + wPos.y + wPos.z) * (float)_DistortFrequency) * (float)_DistortStrength; + #endif + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + output.screenPos = ComputeScreenPos(output.positionCS); + output.uv = input.uv; output.color = input.color; + output.normalWS = TransformObjectToWorldNormal(input.normalOS); + output.viewDirWS = GetWorldSpaceViewDir(wPos); + return output; + } + + half4 frag(Varyings input) : SV_Target { + float softFade = 1.0; + #ifdef _SOFTPARTICLES_ON + float2 screenUV = input.screenPos.xy / max(0.0001, input.screenPos.w); + float rawDepth = SampleSceneDepth(screenUV); + float sceneZ, partZ; + if (IsPerspectiveProjection()) { + sceneZ = LinearEyeDepth(rawDepth, _ZBufferParams); + partZ = input.screenPos.w; + } else { + #if UNITY_REVERSED_Z + sceneZ = _ProjectionParams.y + (1.0 - rawDepth) * (_ProjectionParams.z - _ProjectionParams.y); + #else + sceneZ = _ProjectionParams.y + rawDepth * (_ProjectionParams.z - _ProjectionParams.y); + #endif + partZ = input.positionCS.z / input.positionCS.w; + #if UNITY_REVERSED_Z + partZ = _ProjectionParams.y + (1.0 - partZ) * (_ProjectionParams.z - _ProjectionParams.y); + #else + partZ = _ProjectionParams.y + partZ * (_ProjectionParams.z - _ProjectionParams.y); + #endif + } + softFade = saturate((sceneZ - partZ) / max(0.01, _SoftParticlesFadeDistance)); + #endif + + half2 uvOff = (SAMPLE_TEXTURE2D(_DistortionMap, sampler_DistortionMap, input.uv * _DistortionMap_ST.xy + _DistortionMap_ST.zw + _DistortionSpeed.xy * _Time.y).rg * 2.0h - 1.0h) * _DistortionPower; + half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv * _MainTex_ST.xy + _MainTex_ST.zw + _FlowSpeed.xy * _Time.y + (float2)uvOff); + half4 over = SAMPLE_TEXTURE2D(_OverlayTex, sampler_OverlayTex, input.uv * _OverlayTex_ST.xy + _OverlayTex_ST.zw + _OverlayFlowSpeed.xy * _Time.y + (float2)uvOff) * _OverlayColor; + + half dAmt = _DissolveAmount; + #ifdef _USEPARTICLEALPHADISSOLVE_ON + dAmt = saturate(_DissolveAmount + (1.0h - saturate(input.color.a / max(0.001h, _VertexAlphaRef)))); + #endif + half dVal = SAMPLE_TEXTURE2D(_DissolveTex, sampler_DissolveTex, input.uv * _DissolveTex_ST.xy + _DissolveTex_ST.zw).r; + half dMask = step(dAmt, dVal) * tex.a; + half eMask = saturate(step(dAmt - _DissolveEdgeWidth, dVal) - step(dAmt, dVal)) * tex.a * saturate(dAmt * 100.0h); + + half3 fresnelRGB = 0; half fAlphaMul = 1.0h; + #ifdef _FRESNEL_ON + half fPower = max(0.1h, 15.1h - _FresnelWidth); + half fNormal = pow(1.0h - saturate(abs(dot(normalize(input.normalWS), normalize(input.viewDirWS)))), fPower); + half2 uvD = min(input.uv, 1.0h - input.uv); + half fEff = lerp(fNormal, pow(saturate(1.0h - min(uvD.x, uvD.y) * 2.0h), fPower), step(0.5h, _FresnelType)); + #ifdef _FRESNEL_MASK_ON + fAlphaMul = fEff; + #endif + fresnelRGB = _FresnelColor.rgb * fEff * _FresnelIntensity; + #endif + + half3 baseRGB = tex.rgb * _TintColor.rgb * input.color.rgb * over.rgb * _Brightness * fAlphaMul; + half alpha = tex.a * _TintColor.a * over.a * fAlphaMul * softFade; + half3 finalRGB = ((baseRGB + fresnelRGB) * dMask) + (_DissolveEdgeColor.rgb * eMask); + half finalAlpha = saturate((alpha * dMask) + eMask); + #ifndef _USEPARTICLEALPHADISSOLVE_ON + finalAlpha *= input.color.a; + #endif + return half4(finalRGB, finalAlpha); + } + ENDHLSL + + Pass { Name "Back" Cull Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature _SOFTPARTICLES_ON + #pragma shader_feature _FRESNEL_ON + #pragma shader_feature _FRESNEL_MASK_ON + #pragma shader_feature _USEPARTICLEALPHADISSOLVE_ON + #pragma shader_feature _VERTEX_DISTORT_ON + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader.meta b/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader.meta new file mode 100644 index 0000000..dfe3c52 --- /dev/null +++ b/Assets/Eric VFX Studio/Resource/Shader/AlphaBlendFlow.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 00f3c70d32d97ee47ac72d2ffef81b21 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 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