diff options
author | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
commit | 22891bf59032ba88262824255a706d652031384b (patch) | |
tree | 7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Art/Vfx/Sword slash VFX/Demo scene | |
parent | 8b04ea73e540067f83870b61d89db4868fea5e8a (diff) |
* move folder
Diffstat (limited to 'Assets/Art/Vfx/Sword slash VFX/Demo scene')
16 files changed, 0 insertions, 2417 deletions
diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs b/Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs deleted file mode 100644 index 9f77a8ca..00000000 --- a/Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs +++ /dev/null @@ -1,163 +0,0 @@ -using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.Serialization.Formatters;
-using System;
-using UnityEngine;
-
-public class CameraHolder : MonoBehaviour
-{
- //camera holder
- public Transform Holder;
- public float currDistance = 5.0f;
- public float xRotate = 250.0f;
- public float yRotate = 120.0f;
- public float yMinLimit = -20f;
- public float yMaxLimit = 80f;
- public float prevDistance;
- private float x = 0.0f;
- private float y = 0.0f;
-
- [Header("GUI")]
- private float windowDpi;
- public GameObject[] Prefabs;
- private int Prefab;
- private GameObject Instance;
- private float StartColor;
- private float HueColor;
- public Texture HueTexture;
-
- void Start()
- {
- if (Screen.dpi < 1) windowDpi = 1;
- if (Screen.dpi < 200) windowDpi = 1;
- else windowDpi = Screen.dpi / 200f;
- var angles = transform.eulerAngles;
- x = angles.y;
- y = angles.x;
- Counter(0);
- }
-
- private void OnGUI()
- {
- if (GUI.Button(new Rect(5 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Previous effect"))
- {
- Counter(-1);
- }
- if (GUI.Button(new Rect(120 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Play again"))
- {
- Counter(0);
- }
- if (GUI.Button(new Rect(235 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Next effect"))
- {
- Counter(+1);
- }
-
- StartColor = HueColor;
- HueColor = GUI.HorizontalSlider(new Rect(5 * windowDpi, 45 * windowDpi, 340 * windowDpi, 35 * windowDpi), HueColor, 0, 1);
- GUI.DrawTexture(new Rect(5 * windowDpi, 65 * windowDpi, 340 * windowDpi, 15 * windowDpi), HueTexture, ScaleMode.StretchToFill, false, 0);
- if (HueColor != StartColor)
- {
- int i = 0;
- foreach (var ps in particleSystems)
- {
- var main = ps.main;
- Color colorHSV = Color.HSVToRGB(HueColor + H * 0, svList[i].S, svList[i].V);
- main.startColor = new Color(colorHSV.r, colorHSV.g, colorHSV.b, svList[i].A);
- i++;
- }
- }
- }
-
- private ParticleSystem[] particleSystems = new ParticleSystem[0];
- private List<SVA> svList = new List<SVA>();
- private float H;
-
- public struct SVA
- {
- public float S;
- public float V;
- public float A;
- }
-
- void Counter(int count)
- {
- Prefab += count;
- if (Prefab > Prefabs.Length - 1)
- {
- Prefab = 0;
- }
- else if (Prefab < 0)
- {
- Prefab = Prefabs.Length - 1;
- }
- if (Instance != null)
- {
- Destroy(Instance);
- }
- Instance = Instantiate(Prefabs[Prefab]);
- particleSystems = Instance.GetComponentsInChildren<ParticleSystem>(); //Get color from current instance
- svList.Clear();
- foreach (var ps in particleSystems)
- {
- Color baseColor = ps.main.startColor.color;
- SVA baseSVA = new SVA();
- Color.RGBToHSV(baseColor, out H, out baseSVA.S, out baseSVA.V);
- baseSVA.A = baseColor.a;
- svList.Add(baseSVA);
- }
- }
-
- void LateUpdate()
- {
- if (currDistance < 2)
- {
- currDistance = 2;
- }
- currDistance -= Input.GetAxis("Mouse ScrollWheel") * 2;
- if (Holder && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
- {
- var pos = Input.mousePosition;
- float dpiScale = 1;
- if (Screen.dpi < 1) dpiScale = 1;
- if (Screen.dpi < 200) dpiScale = 1;
- else dpiScale = Screen.dpi / 200f;
- if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
- Cursor.visible = false;
- Cursor.lockState = CursorLockMode.Locked;
- x += (float)(Input.GetAxis("Mouse X") * xRotate * 0.02);
- y -= (float)(Input.GetAxis("Mouse Y") * yRotate * 0.02);
- y = ClampAngle(y, yMinLimit, yMaxLimit);
- var rotation = Quaternion.Euler(y, x, 0);
- var position = rotation * new Vector3(0, 0, -currDistance) + Holder.position;
- transform.rotation = rotation;
- transform.position = position;
- }
- else
- {
- Cursor.visible = true;
- Cursor.lockState = CursorLockMode.None;
- }
-
- if (prevDistance != currDistance)
- {
- prevDistance = currDistance;
- var rot = Quaternion.Euler(y, x, 0);
- var po = rot * new Vector3(0, 0, -currDistance) + Holder.position;
- transform.rotation = rot;
- transform.position = po;
- }
- }
-
- static float ClampAngle(float angle, float min, float max)
- {
- if (angle < -360)
- {
- angle += 360;
- }
- if (angle > 360)
- {
- angle -= 360;
- }
- return Mathf.Clamp(angle, min, max);
- }
-}
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\ No newline at end of file diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt.meta b/Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt.meta deleted file mode 100644 index 858c3650..00000000 --- a/Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 013e35f6752c8b24fb4c668e01edf5b2 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset b/Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset Binary files differdeleted file mode 100644 index 1ca13e5a..00000000 --- a/Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset +++ /dev/null diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset.meta b/Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset.meta deleted file mode 100644 index 5f13d62f..00000000 --- a/Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9e6c3b1aa4c06814daed009ad9367a77 -NativeFormatImporter: - 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------------------------------------------------------
-
-Using:
-
-If you want to use post-effects like in the demo video:
-https://youtu.be/hZSZ2Q8MF3k
-
-1) Shaders
-1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
-1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
- If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
-1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
-1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
-1.5)SwordSlash shader use Custom data in particle system.
- For this you need to anable "Custom vertex stream" in Render tab and add "Custom 1.xy, UV2, Custom 2.xy".
- Then enable Custom data tab and use fist 2 components in both custom tabs.
- Custom1 x: slash dissolve
- Custom1 y: dissolve power
- Custom2 x: HUE color
- Custom2 y: Must set to random from 0 to 1 (for random texture position)
-
-2)Quality
-2.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
-
- SUPPORT ASSET FOR URP or HDRP here --> https://assetstore.unity.com/packages/slug/157764
- SUPPORT ASSET FOR URP or HDRP here --> https://assetstore.unity.com/packages/slug/157764
- SUPPORT ASSET FOR URP or HDRP here --> https://assetstore.unity.com/packages/slug/157764
-
-Contact me if you have any questions.
-My email: gorobecn2@gmail.com
-
-
-Thank you for reading, I really appreciate it.
-Please rate this asset in the Asset Store ^^
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