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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 + + #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 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 fixed _Usecustomrandom; + 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 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)); + float4 uv0_Flow = i.texcoord; + 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; + float ur = lerp(0, i.texcoord.w, _Usecustomrandom); + float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur )); + 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 - 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a/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Add_CenterGlow.shader.meta b/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Add_CenterGlow.shader.meta new file mode 100644 index 00000000..4878e4e4 --- /dev/null +++ b/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Add_CenterGlow.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: bd6af5d577c618947b73aa60db554e51 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Blend_CenterGlow.shader b/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Blend_CenterGlow.shader new file mode 100644 index 00000000..cd99906a --- /dev/null +++ b/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Blend_CenterGlow.shader @@ -0,0 +1,254 @@ +Shader "Hovl/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 , 3)) = 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 + + #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 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 + { + 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 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=18933 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+//CHKSM=6491C071EE93F6CB5519EE8EDFA5D53EADF84C5E \ No newline at end of file diff --git a/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Blend_CenterGlow.shader.meta b/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Blend_CenterGlow.shader.meta new file mode 100644 index 00000000..1319930c --- /dev/null +++ b/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Blend_CenterGlow.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b68b99c2e57cef4419465c63c527201b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Explosion.shader b/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Explosion.shader new file mode 100644 index 00000000..b5d87fb2 --- /dev/null +++ b/Assets/Hovl Studio/3D Fire and Explosions/Shaders/Explosion.shader @@ -0,0 +1,339 @@ +Shader "Hovl/Particles/Explosion" +{ + Properties + { + _Noise("Noise", 2D) = "white" {} + _FinalEmission("Final Emission", Float) = 1 + _Color("Color", Color) = (1,1,1,1) + _GlowColor("Glow Color", Color) = (1,1,0,1) + _Opacity("Opacity", Range( 0 , 1)) = 1 + _NoisespeedXYNoisepowerZGlowpowerW("Noise speed XY Noise power Z Glow power W", Vector) = (0.314,0.427,0.001,4) + _MotionVector("MotionVector", 2D) = "white" {} + _MainTex("MainTex", 2D) = "white" {} + _TilingXY("Tiling XY", Vector) = (8,8,0,0) + _MotionAmount("MotionAmount", Float) = 0.001 + [MaterialToggle] _Usedepth ("Use depth?", Float ) = 0 + _Depthpower ("Depth power", Float ) = 1 + } + + + 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 + + }; + + 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 float4 _GlowColor; + uniform sampler2D _Noise; + uniform float4 _Noise_ST; + uniform float4 _NoisespeedXYNoisepowerZGlowpowerW; + uniform sampler2D _MotionVector; + uniform float4 _TilingXY; + uniform float _MotionAmount; + uniform float4 _Color; + uniform float _FinalEmission; + 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 + { + 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 + + float4 uv0_Noise = i.texcoord; + uv0_Noise.xy = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw; + float Emission57 = uv0_Noise.z; + float2 appendResult1 = (float2(_NoisespeedXYNoisepowerZGlowpowerW.x , _NoisespeedXYNoisepowerZGlowpowerW.y)); + float4 temp_output_9_0 = ( tex2D( _Noise, ( uv0_Noise + float4( ( _Time.y * appendResult1 ), 0.0 , 0.0 ) ).xy ) * _NoisespeedXYNoisepowerZGlowpowerW.z ); + float T104 = uv0_Noise.w; + float Fract113 = frac( T104 ); + float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float temp_output_89_0 = floor( T104 ); + // *** BEGIN Flipbook UV Animation vars *** + // Total tiles of Flipbook Texture + float fbtotaltiles107 = _TilingXY.x * _TilingXY.y; + // Offsets for cols and rows of Flipbook Texture + float fbcolsoffset107 = 1.0f / _TilingXY.x; + float fbrowsoffset107 = 1.0f / _TilingXY.y; + // Speed of animation + float fbspeed107 = _Time[ 1 ] * 0.0; + // UV Tiling (col and row offset) + float2 fbtiling107 = float2(fbcolsoffset107, fbrowsoffset107); + // UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset) + // Calculate current tile linear index + float fbcurrenttileindex107 = round( fmod( fbspeed107 + temp_output_89_0, fbtotaltiles107) ); + fbcurrenttileindex107 += ( fbcurrenttileindex107 < 0) ? fbtotaltiles107 : 0; + // Obtain Offset X coordinate from current tile linear index + float fblinearindextox107 = round ( fmod ( fbcurrenttileindex107, _TilingXY.x ) ); + // Multiply Offset X by coloffset + float fboffsetx107 = fblinearindextox107 * fbcolsoffset107; + // Obtain Offset Y coordinate from current tile linear index + float fblinearindextoy107 = round( fmod( ( fbcurrenttileindex107 - fblinearindextox107 ) / _TilingXY.x, _TilingXY.y ) ); + // Reverse Y to get tiles from Top to Bottom + fblinearindextoy107 = (int)(_TilingXY.y-1) - fblinearindextoy107; + // Multiply Offset Y by rowoffset + float fboffsety107 = fblinearindextoy107 * fbrowsoffset107; + // UV Offset + float2 fboffset107 = float2(fboffsetx107, fboffsety107); + // Flipbook UV + half2 fbuv107 = uv0_MainTex * fbtiling107 + fboffset107; + // *** END Flipbook UV Animation vars *** + float4 temp_cast_2 = (_MotionAmount).xxxx; + float4 temp_cast_3 = (( _MotionAmount * -1.0 )).xxxx; + float4 temp_output_93_0 = (temp_cast_2 + (tex2D( _MotionVector, fbuv107 ) - float4( 0,0,0,0 )) * (temp_cast_3 - temp_cast_2) / (float4( 1,1,1,1 ) - float4( 0,0,0,0 ))); + float4 tex2DNode14 = tex2D( _MainTex, ( temp_output_9_0 + ( Fract113 * temp_output_93_0 ) + float4( fbuv107, 0.0 , 0.0 ) ).rg ); + float4 temp_cast_8 = (_MotionAmount).xxxx; + float4 temp_cast_9 = (( _MotionAmount * -1.0 )).xxxx; + float fbtotaltiles103 = _TilingXY.x * _TilingXY.y; + float fbcolsoffset103 = 1.0f / _TilingXY.x; + float fbrowsoffset103 = 1.0f / _TilingXY.y; + float fbspeed103 = _Time[ 1 ] * 0.0; + float2 fbtiling103 = float2(fbcolsoffset103, fbrowsoffset103); + float fbcurrenttileindex103 = round( fmod( fbspeed103 + ( temp_output_89_0 + 1.0 ), fbtotaltiles103) ); + fbcurrenttileindex103 += ( fbcurrenttileindex103 < 0) ? fbtotaltiles103 : 0; + float fblinearindextox103 = round ( fmod ( fbcurrenttileindex103, _TilingXY.x ) ); + float fboffsetx103 = fblinearindextox103 * fbcolsoffset103; + float fblinearindextoy103 = round( fmod( ( fbcurrenttileindex103 - fblinearindextox103 ) / _TilingXY.x, _TilingXY.y ) ); + fblinearindextoy103 = (int)(_TilingXY.y-1) - fblinearindextoy103; + float fboffsety103 = fblinearindextoy103 * fbrowsoffset103; + float2 fboffset103 = float2(fboffsetx103, fboffsety103); + half2 fbuv103 = uv0_MainTex * fbtiling103 + fboffset103; + float4 tex2DNode60 = tex2D( _MainTex, ( temp_output_9_0 + ( ( Fract113 + -1.0 ) * temp_output_93_0 ) + float4( fbuv103, 0.0 , 0.0 ) ).rg ); + float4 lerpResult63 = lerp( tex2DNode14 , tex2DNode60 , 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1f29d7ea88a3c3f4fbe2a87d7bfcc511 +timeCreated: 1485786815 +licenseType: Store +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/scripts/Bomb.cs b/Assets/scripts/Bomb.cs index 251199b2..ffba717b 100644 --- a/Assets/scripts/Bomb.cs +++ b/Assets/scripts/Bomb.cs @@ -1,3 +1,4 @@ +using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -6,9 +7,12 @@ public class Bomb : MonoBehaviour { public float harm; public GameObject bomb; - public float explosionRadius = 5f; // 爆炸半径 + public float explosionRadius = 50000f; // 爆炸半径 public float maxDamage = 100f; // 最大伤害 - + private void Start() + { + Invoke("DesSelf", 1f); + } void Explode() { // 获取爆炸范围内的所有目标 @@ -26,13 +30,13 @@ public class Bomb : MonoBehaviour if(collider.gameObject.tag=="enemy") { Enemy enemy = collider.gameObject.GetComponent(); - enemy.EnemyHpDown(damage); + enemy.EnemyHpDown(maxDamage); DesSelf(); } if (collider.gameObject.tag == "ore") { Ore ore = collider.gameObject.GetComponent(); - ore.OreHpDown(damage); + ore.OreHpDown(maxDamage); DesSelf(); } } @@ -44,8 +48,10 @@ public class Bomb : MonoBehaviour void DesSelf() { //爆炸特效 - + GameObject Bonmfire = Instantiate(bomb,this.gameObject.transform.position, this.gameObject.transform.rotation); + Destroy(Bonmfire, 1f); + camfollow camfollow=Camera.main.GetComponent(); + camfollow.Shake(); Destroy(this.gameObject); } - } diff --git a/Assets/scripts/Bullet.cs b/Assets/scripts/Bullet.cs index 949f2984..9d7328d8 100644 --- a/Assets/scripts/Bullet.cs +++ b/Assets/scripts/Bullet.cs @@ -5,9 +5,10 @@ using UnityEngine; public class Bullet : MonoBehaviour { public int harm; + public GameObject bomb; private void Start() { - DesSelf(1f); + Invoke("DesSelf", 1f); } private void OnCollisionEnter(Collision collision) { @@ -23,23 +24,15 @@ public class Bullet : MonoBehaviour ore.OreHpDown(harm); DesSelf(); } - else - { - Destroy(this.gameObject); - } } void DesSelf() { //爆炸特效 - + GameObject Bonmfire = Instantiate(bomb, this.gameObject.transform.position, this.gameObject.transform.rotation); + Destroy(Bonmfire, 0.5f); Destroy(this.gameObject); } - void DesSelf(float time) - { - //爆炸特效 - - Destroy(this.gameObject, time); - } + } diff --git a/Assets/scripts/ScreenShake.cs b/Assets/scripts/ScreenShake.cs new file mode 100644 index 00000000..f6dbc799 --- /dev/null +++ b/Assets/scripts/ScreenShake.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using DG.Tweening; +public class ScreenShake : MonoBehaviour +{ + public float shakeDuration = 0.5f; // 震动持续时间 + public float shakeMagnitude = 1f; // 震动幅度 + private Vector3 originalPosition; // 摄像机原始位置 + private float shakeElapsedTime = 0f; + + void Start() + { + originalPosition = transform.position; + } + + void Update() + { + if (shakeElapsedTime > 0) + { + // 生成随机偏移量来模拟抖动 + Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude; + transform.position = originalPosition + randomOffset; + + shakeElapsedTime -= Time.deltaTime; + } + else + { + // 震动结束,恢复摄像机原始位置 + transform.position = originalPosition; + } + + + + + } + + public void Shake() + { + shakeElapsedTime = shakeDuration; + } +} diff --git a/Assets/scripts/ScreenShake.cs.meta b/Assets/scripts/ScreenShake.cs.meta new file mode 100644 index 00000000..3949e195 --- /dev/null +++ b/Assets/scripts/ScreenShake.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fab5e69a3de07be4e82c3cafa330c05b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/scripts/Shoot.cs b/Assets/scripts/Shoot.cs index 01b37942..70eb64a7 100644 --- a/Assets/scripts/Shoot.cs +++ b/Assets/scripts/Shoot.cs @@ -2,35 +2,38 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; +using Unity.VisualScripting; +using TMPro; public class Shoot : MonoBehaviour { public GameObject bulletPrefab; // 子弹预制体 public GameObject firePrefab; + public GameObject missilePrefab; public Transform[] bulletSpawn; // 子弹生成位置 public float fireRange = 10000f; // 射程 + public float missileSpeed = 1000f; // 导弹速度 void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; - // 如果鼠标左键点击 + // 射击 if (Input.GetMouseButtonDown(0)) { - // 射线检测 if (Physics.Raycast(ray, out hitInfo, fireRange)) { - // 获取射线击中的位置 Vector3 targetPosition = hitInfo.point; - - // 让武器指向目标位置 FireWeapon(targetPosition); - - // 或者你也可以用这个位置进行其他逻辑处理 GoldFirePoint(); } } + if(Input.GetKeyDown(KeyCode.Q)) + { + Firemissile(); + } } + //射击特效 private void GoldFirePoint() { GameObject fireobj0 = Instantiate(firePrefab, bulletSpawn[0].position, bulletSpawn[0].rotation); @@ -38,6 +41,21 @@ public class Shoot : MonoBehaviour Destroy(fireobj0, 0.5f); Destroy(fireobj1,0.5f); } + //导弹 + void Firemissile() + { + // 创建导弹 + GameObject missile = Instantiate(missilePrefab, bulletSpawn[2].position, bulletSpawn[2].rotation); + + // 计算目标位置:沿着发射位置的 x 方向前进一定的距离 + float xDistance =200f; // 设置导弹发射的距离,可以根据需要调整 + Vector3 targetPosition = missile.transform.position + missile.transform.forward * xDistance; // 沿 x 轴发射 + + // 使用 DOMove 平滑地将导弹移动到目标位置 + missile.transform.DOMove(targetPosition, 2f); // 2f是移动的时间,可以根据需要调整 + } + + //射击 void FireWeapon(Vector3 targetPosition) { GameObject bullet = Instantiate(bulletPrefab, bulletSpawn[0].position, bulletSpawn[0].rotation); @@ -52,8 +70,17 @@ public class Shoot : MonoBehaviour bullet.transform.rotation = rotation; bullet1.transform.rotation = rotation; - bullet.transform.DOMove(targetPosition, 0.5f); - bullet1.transform.DOMove(targetPosition, 0.5f); + // 计算目标距离 + float distance = Vector3.Distance(bulletSpawn[0].position, targetPosition); + float distance1 = Vector3.Distance(bulletSpawn[1].position, targetPosition); + + // 根据距离设置移动时间(可以根据需要调整这个比例) + float moveDuration = Mathf.Clamp(distance / 20f, 0.2f, 1f); // 设定最小0.5秒,最大3秒 + float moveDuration1 = Mathf.Clamp(distance1 / 20f, 0.2f, 1f); // 同理 + + // 使用DOMove平滑移动子弹到目标位置,时间根据距离计算 + bullet.transform.DOMove(targetPosition, moveDuration); + bullet1.transform.DOMove(targetPosition, moveDuration1); } diff --git a/Assets/scripts/camfollow.cs b/Assets/scripts/camfollow.cs index de19e7d2..52d50422 100644 --- a/Assets/scripts/camfollow.cs +++ b/Assets/scripts/camfollow.cs @@ -12,7 +12,15 @@ public class camfollow : MonoBehaviour public float maxDistance = 10f; // 最大追踪距离s public float minDistance = 5f; // 最小追踪距离 - + // 震动相关变量 + public float shakeDuration = 0.5f; // 震动持续时间 + public float shakeMagnitude = 1f; // 震动幅度 + private Vector3 originalOffset; // 用于存储原始偏移量 + private float shakeElapsedTime = 0f; // 记录震动已经持续的时间 + void Start() + { + originalOffset = offset; + } void LateUpdate() { if (target == null) @@ -20,6 +28,20 @@ public class camfollow : MonoBehaviour return; } + // 震动逻辑处理 + if (shakeElapsedTime > 0) + { + // 生成随机偏移量来模拟抖动 + Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude; + offset = originalOffset + randomOffset; + + shakeElapsedTime -= Time.deltaTime; + } + else + { + offset = originalOffset; + } + // 计算目标位置 Vector3 desiredPosition = target.position + offset; transform.position = desiredPosition; @@ -29,4 +51,8 @@ public class camfollow : MonoBehaviour Quaternion targetRotation = Quaternion.LookRotation(direction); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSmoothSpeed); } + public void Shake() + { + shakeElapsedTime = shakeDuration; + } } diff --git a/Assets/scripts/playercontroller.cs b/Assets/scripts/playercontroller.cs index d179b9ec..584d8a2a 100644 --- a/Assets/scripts/playercontroller.cs +++ b/Assets/scripts/playercontroller.cs @@ -10,8 +10,10 @@ public class playercontroller : MonoBehaviour public float MaxSpeed = 10; public float x; public float y; - public float rotationSpeed = 5f; - + public float rotationSpeed = 5f; + public float gravity = 10; + public float fovTransitionSpeed = 1f; // 控制视野过渡的速度 + private float targetFOV = 60f; // 目标视野值 // Start is called before the first frame update void Start() { @@ -33,11 +35,19 @@ public class playercontroller : MonoBehaviour if (Input.GetKeyDown(KeyCode.LeftShift)) { MaxSpeed *= 2; + targetFOV = 70f; // 设置目标视野为70 } + + // 判断释放Shift键 if (Input.GetKeyUp(KeyCode.LeftShift)) { MaxSpeed /= 2; + targetFOV = 60f; // 设置目标视野为60 } + + + Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, targetFOV, fovTransitionSpeed * Time.deltaTime); + moveDirection *= MaxSpeed; // 获取鼠标位置并射线检测 @@ -56,7 +66,7 @@ public class playercontroller : MonoBehaviour Quaternion targetRotation = Quaternion.LookRotation(direction); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSpeed); } - + moveDirection.y -= gravity * 0.5f; // 移动玩家 playerController.Move(moveDirection * Time.deltaTime); }