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public class Arrow : MonoBehaviour else { EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>(); - float velocity = rb.velocity.magnitude; - int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier); - enemyHealth.TakeDamage(damage, gameObject.transform.position); + if (enemyHealth != null) + { + float velocity = rb.velocity.magnitude; + int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier); + enemyHealth.TakeDamage(damage, gameObject.transform.position); + } } } Destroy(rb); diff --git a/Assets/Scripts/Weapon/BowShooting.cs b/Assets/Scripts/Weapon/BowShooting.cs index bca5aa6ff84fe91af6a61cea8edd8eb4bc810af8..8eedc66e6bb2e5bfa92b0c1218d52ff294b1b164 100644 --- a/Assets/Scripts/Weapon/BowShooting.cs +++ b/Assets/Scripts/Weapon/BowShooting.cs @@ -18,10 +18,6 @@ public class BowShooting : MonoBehaviour public Color minPowerColor = Color.white; float timer; - RaycastHit shootHit; - ParticleSystem gunParticles; - Animator anim; - AudioSource gunAudio; Rigidbody rb; Light gunLight; float effectsDisplayTime = 0.2f; @@ -37,19 +33,17 @@ public class BowShooting : MonoBehaviour public CinemachineVirtualCamera vcam; private float power = 0f; private float chargeTime = 0f; + AudioSource bowAudio; void Awake() { - // Get components - cameraTransform = Camera.main.transform; - gunParticles = GetComponent<ParticleSystem>(); - gunAudio = GetComponent<AudioSource>(); gunLight = GetComponent<Light>(); rb = GetComponentInParent<Rigidbody>(); jumpAction = playerInput.actions["Jump"]; shootAction = playerInput.actions["Shoot"]; + bowAudio = GetComponent<AudioSource>(); } void OnEnable() @@ -115,9 +109,11 @@ public class BowShooting : MonoBehaviour public void ReleaseArrow() { + bowAudio.Play(); Vector3 cameraForward = cameraTransform.forward; + Vector3 cameraEuler = cameraTransform.eulerAngles; Vector3 spawnPoint = cameraTransform.position + cameraForward * 2; - GameObject arrow = Instantiate(arrowObject, spawnPoint, Quaternion.Euler(cameraForward.x, cameraForward.y, cameraForward.z)); + GameObject arrow = Instantiate(arrowObject, spawnPoint, Quaternion.Euler(cameraEuler.x, cameraEuler.y - 90, cameraEuler.z)); arrow.GetComponent<Rigidbody>().AddForce(cameraForward * (basePower + 0.5f * powerMultiplier * power * power), ForceMode.Impulse); } diff --git a/Assets/Scripts/Weapon/GolokAttack.cs b/Assets/Scripts/Weapon/GolokAttack.cs new file mode 100644 index 0000000000000000000000000000000000000000..d2de25150857bf45c821388287b305694edd71b0 --- /dev/null +++ b/Assets/Scripts/Weapon/GolokAttack.cs @@ -0,0 +1,78 @@ +using UnityEngine; +using UnityEngine.UIElements; +using UnityEngine.InputSystem; +using System; +using System.Collections; + +public class GolokAttack : MonoBehaviour +{ + public float timeBetweenAttack = 0.5f; + public GameObject slashEffect; + + float timer; + Rigidbody rb; + [SerializeField] + private PlayerInput playerInput; + private Transform cameraTransform; + private InputAction jumpAction; + private InputAction shootAction; + public Animator playerAnimator; + private Animator animator; + private bool isShooting; + private AudioSource golokAudio; + + void Awake() + { + cameraTransform = Camera.main.transform; + animator = gameObject.GetComponent<Animator>(); + rb = GetComponentInParent<Rigidbody>(); + jumpAction = playerInput.actions["Jump"]; + shootAction = playerInput.actions["Shoot"]; + golokAudio = GetComponent<AudioSource>(); + } + + void OnEnable() + { + shootAction.performed += _ => isShooting = true; + shootAction.canceled += _ => isShooting = false; + } + + void OnDisable() + { + shootAction.performed -= _ => isShooting = true; + shootAction.canceled -= _ => isShooting = false; + } + + void Update() + { + timer += Time.deltaTime; + + if (jumpAction.triggered && transform.position.y < 10) + { + rb.AddForce(Vector3.up, ForceMode.Impulse); + } + + if (playerAnimator.GetBool("IsShooting") && isShooting && timer >= timeBetweenAttack && Time.timeScale != 0) + { + StartCoroutine(Attack()); + } + } + + public IEnumerator Attack() + { + timer = 0f; + animator.SetBool("Attack", true); + Slash(); + yield return new WaitForSeconds(0.01f); + animator.SetBool("Attack", false); + } + + public void Slash() + { + golokAudio.Play(); + Vector3 spawnRotation = cameraTransform.eulerAngles; + Vector3 spawnPoint = transform.position - new Vector3(0, 0.5f, 0); + GameObject slash = Instantiate(slashEffect, spawnPoint, Quaternion.Euler(spawnRotation.x, spawnRotation.y - 90, spawnRotation.z)); + slash.GetComponent<ParticleSystem>().Emit(1); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Weapon/GolokAttack.cs.meta b/Assets/Scripts/Weapon/GolokAttack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..10a3858d53f5e1d2099d9f4090cd904251f46bb7 --- /dev/null +++ b/Assets/Scripts/Weapon/GolokAttack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 051667d0b8d97b942b4a82dc9a83e335 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Weapon/Slash.cs b/Assets/Scripts/Weapon/Slash.cs new file mode 100644 index 0000000000000000000000000000000000000000..ed24374a751dc7c0179057eae7f19f8cd1b70bf5 --- /dev/null +++ b/Assets/Scripts/Weapon/Slash.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Slash : MonoBehaviour +{ + public int baseDamage = 100; + private BoxCollider boxCollider; + float timer = 0; + + private void Awake() + { + boxCollider = GetComponent<BoxCollider>(); + } + + // Start is called before the first frame update + void Start() + { + Destroy(gameObject, 1.8f); + } + + private void Update() + { + timer += Time.deltaTime; + if (timer >= 0.3f) + { + boxCollider.enabled = false; + } + } + + private void OnTriggerEnter(Collider other) + { + if (other.gameObject.tag == "EnemyQ1") + { + Q1EnemyHealth enemyHealth = other.gameObject.GetComponent<Q1EnemyHealth>(); + int damage = baseDamage; + enemyHealth.TakeDamage(damage, gameObject.transform.position); + } + else + { + EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>(); + int damage = baseDamage; + if (enemyHealth != null) + { + enemyHealth.TakeDamage(damage, other.gameObject.transform.position); + } + } + } +} diff --git a/Assets/Scripts/Weapon/Slash.cs.meta b/Assets/Scripts/Weapon/Slash.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..912b5b4d6bc51d279ec125d1b03e778e9a80e88f --- /dev/null +++ b/Assets/Scripts/Weapon/Slash.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c004052a92e122045878e2fc6aea3c6d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders.meta b/Assets/Shaders.meta new file mode 100644 index 0000000000000000000000000000000000000000..475fc17efb3cd2fdeb1a1b4ac90d42689cd27527 --- /dev/null +++ b/Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 93c9fc33863558b4d8a834211cf06604 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Add_CenterGlow.shader b/Assets/Shaders/Add_CenterGlow.shader new file mode 100644 index 0000000000000000000000000000000000000000..d6987483a02c30f68db6aa6b903d65876548678f --- /dev/null +++ b/Assets/Shaders/Add_CenterGlow.shader @@ -0,0 +1,239 @@ +Shader "ERB/Particles/Add_CenterGlow" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _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 + _Color("Color", Color) = (0.5,0.5,0.5,1) + [Toggle]_Usecenterglow("Use center glow?", Float) = 0 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend One[_Blend2] + ColorMask RGB + Cull[_CullMode] + Lighting Off + ZWrite Off + ZTest LEqual + + Pass { + CGPROGRAM + #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 sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Usecenterglow; + uniform float4 _SpeedMainTexUVNoiseZW; + 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 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 + { + 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 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float3 uv0_Flow = i.texcoord.xyz; + uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); + float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; + float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise); + float4 tex2DNode14 = tex2D( _Noise, panner108 ); + float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a ); + float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; + float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + + + fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission ); + UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1)); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=16700 +696;164;1906;1004;2971.996;633.0641;2.191415;True;False +Node;AmplifyShaderEditor.CommentaryNode;104;-4130.993,490.5418;Float;False;1910.996;537.6462;Texture distortion;12;91;33;100;102;99;94;95;103;92;59;98;110;;1,1,1,1;0;0 +Node;AmplifyShaderEditor.Vector4Node;99;-3968.293,619.481;Float;False;Property;_DistortionSpeedXYPowerZ;Distortion Speed XY Power Z;5;0;Create;True;0;0;False;0;0,0,0,0;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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a/Assets/Shaders/Add_CenterGlow.shader.meta b/Assets/Shaders/Add_CenterGlow.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..274a1d117e2b48aab0db20ed04ca6f264b329637 --- /dev/null +++ b/Assets/Shaders/Add_CenterGlow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bd6af5d577c618947b73aa60db554e51 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Blend_CenterGlow.shader b/Assets/Shaders/Blend_CenterGlow.shader new file mode 100644 index 0000000000000000000000000000000000000000..4bfe2b76eab2331abd5742749f3182439be14ca0 --- /dev/null +++ b/Assets/Shaders/Blend_CenterGlow.shader @@ -0,0 +1,245 @@ +Shader "ERB/Particles/Blend_CenterGlow" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Noise("Noise", 2D) = "white" {} + _Flow("Flow", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _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 + _Color("Color", Color) = (0.5,0.5,0.5,1) + _Opacity("Opacity", Range( 0 , 1)) = 1 + [Toggle]_Usecenterglow("Use center glow?", Float) = 0 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + } + + 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 + #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 sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Usecenterglow; + uniform float4 _SpeedMainTexUVNoiseZW; + 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 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 + { + 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 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y)); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex); + float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y)); + float3 uv0_Flow = i.texcoord.xyz; + uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw; + float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy); + float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw; + float4 tex2DNode33 = tex2D( _Mask, uv_Mask ); + float Flowpower102 = _DistortionSpeedXYPowerZ.z; + float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) ); + float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w)); + float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise); + float4 tex2DNode14 = tex2D( _Noise, panner108 ); + float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb; + float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx; + float4 clampResult38 = tex2DNode33 - temp_cast_0; + float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) ); + float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity ))); + fixed4 col = appendResult87; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=16900 +539;113;1213;901;2980.863;-333.0655;1.454142;True;False +Node;AmplifyShaderEditor.CommentaryNode;104;-4130.993,490.5418;Float;False;1910.996;537.6462;Texture distortion;12;91;33;100;102;99;94;95;103;92;59;98;110;;1,1,1,1;0;0 +Node;AmplifyShaderEditor.Vector4Node;99;-3968.293,619.481;Float;False;Property;_DistortionSpeedXYPowerZ;Distortion Speed XY Power 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0000000000000000000000000000000000000000..4f4dc4a5d3cd0abef751e6bffd5380c5bec1c130 --- /dev/null +++ b/Assets/Shaders/Blend_CenterGlow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b68b99c2e57cef4419465c63c527201b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/DissolveNoise.shader b/Assets/Shaders/DissolveNoise.shader new file mode 100644 index 0000000000000000000000000000000000000000..7763ee4e6f1f3aba3ac17425d8be692d68fb5d45 --- /dev/null +++ b/Assets/Shaders/DissolveNoise.shader @@ -0,0 +1,276 @@ +Shader "ERB/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 + [MaterialToggle] _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 + #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 sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _InvFade; + uniform float4 _NoisespeedXYEmissonZPowerW; + uniform float _Usetexturecolor; + uniform float4 _Maincolor; + uniform float4 _Noisecolor; + uniform sampler2D _TextureNoise; + uniform float4 _TextureNoise_ST; + uniform sampler2D _Dissolvenoise; + uniform float4 _DissolvespeedXY; + uniform float4 _Dissolvenoise_ST; + uniform float4 _Dissolvecolor; + 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 + { + 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)); + float4 uv0_TextureNoise = i.texcoord; + uv0_TextureNoise.xy = i.texcoord.xy * _TextureNoise_ST.xy + _TextureNoise_ST.zw; + float2 panner39 = ( 1.0 * _Time.y * appendResult38 + (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 uv0_Dissolvenoise = i.texcoord.xy * _Dissolvenoise_ST.xy + _Dissolvenoise_ST.zw; + float2 panner111 = ( 1.0 * _Time.y * appendResult109 + uv0_Dissolvenoise); + float4 tex2DNode91 = tex2D( _Dissolvenoise, panner111 ); + float temp_output_88_0 = step( tex2DNode91.r , uv0_TextureNoise.z ); + float4 temp_output_93_0 = ( lerpResult8 * ( 1.0 - temp_output_88_0 ) ); + float2 uv_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 tex2DNode4 = tex2D( _MainTex, uv_MainTex ); + float clampResult87 = clamp( ( (-4.0 + (( (-0.65 + (( 1.0 - uv0_TextureNoise.z ) - 0.0) * (0.65 - -0.65) / (1.0 - 0.0)) + tex2DNode91.r ) - 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 + (( tex2DNode91.r + (-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 ))); + + + fixed4 col = appendResult2; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=16800 +96;165;1906;946;3979.251;690.063;2.188252;True;False 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b/Assets/Shaders/Distortion.shader new file mode 100644 index 0000000000000000000000000000000000000000..be0c86b5da443db0e332841d717e757712b3a921 --- /dev/null +++ b/Assets/Shaders/Distortion.shader @@ -0,0 +1,148 @@ +Shader "ERB/Particles/Distortion" +{ + Properties + { + _NormalMap("Normal Map", 2D) = "bump" {} + _Distortionpower("Distortion power", Float) = 0.05 + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + } + + Category + { + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off} + GrabPass{ } + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_particles + #include "UnityCG.cginc" + uniform sampler2D_float _CameraDepthTexture; + uniform float _InvFade; + uniform sampler2D _GrabTexture; + uniform sampler2D _NormalMap; + uniform float4 _NormalMap_ST; + uniform float _Distortionpower; + uniform float4 _GrabTexture_TexelSize; + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float4 texcoord : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD3; + #endif + }; + + v2f vert ( appdata_t v ) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + + #if UNITY_UV_STARTS_AT_TOP + half scale = -1.0; + #else + half scale = 1.0; + #endif + o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; + o.texcoord.zw = o.vertex.w; + #if UNITY_SINGLE_PASS_STEREO + o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w); + #endif + o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex)); + o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap ); + return o; + } + + fixed4 frag ( v2f i ) : SV_Target + { + #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 + + half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2)); + half2 screenColor29 = tex2DNode14.rg; + half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03; + screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a; + i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy; + half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord)); + col.a = saturate(col.a * clampResult89); + return col; + } + ENDCG + } + } + } +} +/*ASEBEGIN +Version=15401 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0000000000000000000000000000000000000000..733dd25b5e51ab86d10af74917ce8f99b03823dd --- /dev/null +++ b/Assets/Shaders/FadeSlash.shader @@ -0,0 +1,274 @@ +Shader "ERB/Particles/FadeSlash" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + _EmissionRGB("Emission/R/G/B", Vector) = (1,1,0.5,0.5) + _Startopacity("Start opacity", Float) = 40 + [Toggle]_Sideopacity("Side opacity", Float) = 0 + _Sideopacitypower("Side opacity power", Float) = 40 + _Finalopacity("Final opacity", Range( 0 , 1)) = 1 + [Toggle]_Distortion("Distortion", Float) = 0 + _Distortionpower("Distortion power", Range( 0 , 2)) = 1 + _Noise("Noise", 2D) = "white" {} + _LenghtSet1ifyouuseinPS("Lenght(Set 1 if you use in PS)", Range( 0 , 1)) = 1 + _PathSet0ifyouuseinPS("Path(Set 0 if you use in PS)", Range( 0 , 1)) = 0 + _NoisespeedXY("Noise speed XY", Vector) = (0,0,0,0) + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] _tex3coord2( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } + Cull[_CullMode] + ZWrite Off + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + GrabPass{ } + CGPROGRAM + #include "UnityShaderVariables.cginc" + #pragma target 3.0 + #pragma surface surf Unlit 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 + { + float2 uv_texcoord; + float3 uv2_tex3coord2; + float4 vertexColor : COLOR; + }; + + uniform float _Distortion; + uniform sampler2D _GrabTexture; + uniform sampler2D _MainTex; + uniform float4 _MainTex_ST; + uniform float _Distortionpower; + uniform sampler2D _Noise; + uniform float4 _NoisespeedXY; + uniform float4 _Noise_ST; + uniform float _PathSet0ifyouuseinPS; + uniform float _LenghtSet1ifyouuseinPS; + uniform float4 _EmissionRGB; + uniform float4 _Color; + uniform float _Startopacity; + uniform float _Sideopacity; + uniform float _Sideopacitypower; + uniform float _Finalopacity; + + inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + { + return half4 ( 0, 0, 0, s.Alpha ); + } + + void surf( Input i , inout SurfaceOutput o ) + { + float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; + float U51 = uv0_MainTex.x; + float2 appendResult79 = (float2(_NoisespeedXY.x , _NoisespeedXY.y)); + float2 uv0_Noise = i.uv_texcoord * _Noise_ST.xy + _Noise_ST.zw; + float2 panner81 = ( 1.0 * _Time.y * appendResult79 + uv0_Noise); + float NoiseR70 = tex2D( _Noise, panner81 ).r; + float temp_output_47_0 = ( _Distortionpower * NoiseR70 ); + float2 appendResult49 = (float2(U51 , ( temp_output_47_0 * temp_output_47_0 ))); + float4 screenColor41 = tex2D( _GrabTexture, appendResult49 ); + float3 clampResult42 = clamp( (screenColor41).rgb , float3( 0,0,0 ) , float3( 1,1,1 ) ); + float temp_output_7_0 = (2.5 + (( _PathSet0ifyouuseinPS + i.uv2_tex3coord2.x ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0)); + float clampResult76 = clamp( i.uv2_tex3coord2.y , 0.0 , 1.0 ); + float temp_output_10_0 = (1.0 + (( _LenghtSet1ifyouuseinPS * clampResult76 ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); + float clampResult16 = clamp( ( ( ( temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 ) * U51 ) - temp_output_10_0 ) , 0.0 , 1.0 ); + float V66 = uv0_MainTex.y; + float2 appendResult18 = (float2(( clampResult16 * ( 1.0 / (1.0 + (temp_output_10_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V66)); + float2 clampResult19 = clamp( appendResult18 , float2( 0,0 ) , float2( 1,1 ) ); + float4 tex2DNode21 = tex2D( _MainTex, clampResult19 ); + o.Emission = ( lerp(float3( 0,0,0 ),clampResult42,_Distortion) + (( ( ( tex2DNode21.r * _EmissionRGB.y ) + ( tex2DNode21.g * _EmissionRGB.z ) + ( tex2DNode21.b * _EmissionRGB.w ) ) * 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b/Assets/Shaders/Slash.shader new file mode 100644 index 0000000000000000000000000000000000000000..e4f81b0f4bd73f4bccf8e6dc38af108caddbff4e --- /dev/null +++ b/Assets/Shaders/Slash.shader @@ -0,0 +1,218 @@ +Shader "ERB/Particles/Slash" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + _Emission("Emission", Float) = 2 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [Toggle]_Useblack("Use black", Float) = 0 + } + + + 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 + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + #pragma multi_compile_fog + + + #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 float4 _Color; + uniform float _Useblack; + uniform float _Emission; + 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); + o.ase_texcoord3 = v.ase_texcoord1; + + 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 + { + 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 + + float4 temp_cast_0 = (1.0).xxxx; + float4 uv154 = i.ase_texcoord3; + uv154.xy = i.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 temp_cast_1 = (uv154.z).xxxx; + float4 temp_cast_2 = (( uv154.z + uv154.w )).xxxx; + float temp_output_57_0 = (2.5 + (( 1.0 + uv154.x ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0)); + float2 uv06 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float U61 = uv06.x; + float temp_output_64_0 = (1.0 + (saturate( uv154.y ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); + float V70 = uv06.y; + float2 appendResult71 = (float2(( saturate( ( ( ( temp_output_57_0 * temp_output_57_0 * temp_output_57_0 * temp_output_57_0 * temp_output_57_0 ) * U61 ) - temp_output_64_0 ) ) * ( 1.0 / (1.0 + (temp_output_64_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V70)); + float4 smoothstepResult1 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _MainTex, saturate( appendResult71 ) )); + float4 temp_output_49_0 = saturate( smoothstepResult1 ); + float4 appendResult77 = (float4((( _Color * lerp(temp_cast_0,temp_output_49_0,_Useblack) * _Emission * i.color )).rgb , ( _Color.a * (temp_output_49_0).r * i.color.a ))); + + fixed4 col = appendResult77; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; + } + 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+ defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Slash2.shader b/Assets/Shaders/Slash2.shader new file mode 100644 index 0000000000000000000000000000000000000000..e4f81b0f4bd73f4bccf8e6dc38af108caddbff4e --- /dev/null +++ b/Assets/Shaders/Slash2.shader @@ -0,0 +1,218 @@ +Shader "ERB/Particles/Slash" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + _Emission("Emission", Float) = 2 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [Toggle]_Useblack("Use black", Float) = 0 + } + + + 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 + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_particles + #pragma multi_compile_fog + + + #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 float4 _Color; + uniform float _Useblack; + uniform float _Emission; + 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); + o.ase_texcoord3 = v.ase_texcoord1; + + 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 + { + 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 + + float4 temp_cast_0 = (1.0).xxxx; + float4 uv154 = i.ase_texcoord3; + uv154.xy = i.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 temp_cast_1 = (uv154.z).xxxx; + float4 temp_cast_2 = (( uv154.z + uv154.w )).xxxx; + float temp_output_57_0 = (2.5 + (( 1.0 + uv154.x ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0)); + float2 uv06 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float U61 = uv06.x; + float temp_output_64_0 = (1.0 + (saturate( uv154.y ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); + float V70 = uv06.y; + float2 appendResult71 = (float2(( saturate( ( ( ( temp_output_57_0 * temp_output_57_0 * temp_output_57_0 * temp_output_57_0 * temp_output_57_0 ) * U61 ) - temp_output_64_0 ) ) * ( 1.0 / (1.0 + (temp_output_64_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V70)); + float4 smoothstepResult1 = smoothstep( temp_cast_1 , temp_cast_2 , tex2D( _MainTex, saturate( appendResult71 ) )); + float4 temp_output_49_0 = saturate( smoothstepResult1 ); + float4 appendResult77 = (float4((( _Color * lerp(temp_cast_0,temp_output_49_0,_Useblack) * _Emission * i.color )).rgb , ( 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+ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/SlashOld.shader b/Assets/Shaders/SlashOld.shader new file mode 100644 index 0000000000000000000000000000000000000000..f5b9fcf48ccd298008f0d11edc8b588d677e84d5 --- /dev/null +++ b/Assets/Shaders/SlashOld.shader @@ -0,0 +1,253 @@ +Shader "ERB/Particles/SlashOld" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + _EmissionRGB("Emission/R/G/B", Vector) = (1,1,0.5,0.5) + _Startopacity("Start opacity", Float) = 40 + [Toggle]_Sideopacity("Side opacity", Float) = 0 + _Sideopacitypower("Side opacity power", Float) = 40 + _Finalopacity("Final opacity", Range( 0 , 1)) = 1 + [Toggle]_Distortion("Distortion", Float) = 0 + _Distortionpower("Distortion power", Range( 0 , 2)) = 1 + _Noise("Noise", 2D) = "white" {} + _LenghtSet1ifyouuseinPS("Lenght(Set 1 if you use in PS)", Range( 0 , 1)) = 1 + _PathSet0ifyouuseinPS("Path(Set 0 if you use in PS)", Range( 0 , 1)) = 0 + _NoisespeedXY("Noise speed XY", Vector) = (0,0,0,0) + [Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0 + [HideInInspector] _tex4coord( "", 2D ) = "white" {} + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } + Cull[_CullMode] + ZWrite Off + ZTest LEqual + GrabPass{ } + CGPROGRAM + #include "UnityShaderVariables.cginc" + #pragma target 3.0 + #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_tex4coord; + float2 uv_texcoord; + float4 vertexColor : COLOR; + }; + + uniform float _Distortion; + uniform sampler2D _GrabTexture; + uniform float _Distortionpower; + uniform sampler2D _Noise; + uniform float4 _NoisespeedXY; + uniform float4 _Noise_ST; + uniform sampler2D _MainTex; + uniform float _PathSet0ifyouuseinPS; + uniform float _LenghtSet1ifyouuseinPS; + uniform float4 _EmissionRGB; + uniform float4 _Color; + uniform float _Startopacity; + uniform float _Sideopacity; + uniform float _Sideopacitypower; + uniform float _Finalopacity; + + inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + { + return half4 ( 0, 0, 0, s.Alpha ); + } + + void surf( Input i , inout SurfaceOutput o ) + { + float U51 = i.uv_tex4coord.x; + float2 appendResult79 = (float2(_NoisespeedXY.x , _NoisespeedXY.y)); + float2 uv0_Noise = i.uv_texcoord * _Noise_ST.xy + _Noise_ST.zw; + float2 panner81 = ( 1.0 * _Time.y * appendResult79 + uv0_Noise); + float temp_output_47_0 = ( _Distortionpower * tex2D( _Noise, panner81 ).r ); + float2 appendResult49 = (float2(U51 , ( temp_output_47_0 * temp_output_47_0 ))); + float4 screenColor41 = tex2D( _GrabTexture, appendResult49 ); + float3 clampResult42 = clamp( (screenColor41).rgb , float3( 0,0,0 ) , float3( 1,1,1 ) ); + float temp_output_7_0 = (2.5 + (( _PathSet0ifyouuseinPS + i.uv_tex4coord.z ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0)); + float clampResult76 = clamp( i.uv_tex4coord.w , 0.0 , 1.0 ); + float temp_output_10_0 = (1.0 + (( _LenghtSet1ifyouuseinPS * clampResult76 ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)); + float clampResult16 = clamp( ( ( ( temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 ) * U51 ) - temp_output_10_0 ) , 0.0 , 1.0 ); + float V66 = i.uv_tex4coord.y; + float2 appendResult18 = (float2(( clampResult16 * ( 1.0 / (1.0 + (temp_output_10_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V66)); + float2 clampResult19 = clamp( appendResult18 , float2( 0,0 ) , float2( 1,1 ) ); + float4 tex2DNode21 = tex2D( _MainTex, clampResult19 ); + o.Emission = ( lerp(float3( 0,0,0 ),clampResult42,_Distortion) + ( ( ( tex2DNode21.r * _EmissionRGB.y ) + ( tex2DNode21.g * _EmissionRGB.z ) + ( tex2DNode21.b * _EmissionRGB.w ) ) * (i.vertexColor).rgb * (_Color).rgb * _EmissionRGB.x ) ); + float temp_output_54_0 = (clampResult19).x; + float clampResult59 = clamp( ( (1.0 + (temp_output_54_0 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * _Startopacity ) , 0.0 , 1.0 ); + float clampResult60 = clamp( ( _Startopacity * temp_output_54_0 ) , 0.0 , 1.0 ); + float clampResult62 = clamp( ( (1.0 + (V66 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * _Sideopacitypower ) , 0.0 , 1.0 ); + float clampResult28 = clamp( ( tex2DNode21.a * i.vertexColor.a * _Color.a * ( clampResult59 * clampResult60 * lerp(1.0,clampResult62,_Sideopacity) ) * _Finalopacity ) , 0.0 , 1.0 ); + o.Alpha = clampResult28; + } + + ENDCG + } +} +/*ASEBEGIN +Version=16700 +649;92;984;655;3166.508;1008.688;3.968085;True;False +Node;AmplifyShaderEditor.CommentaryNode;53;-4490.048,-27.91685;Float;False;2282.792;622.2435;Slash 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