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-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs163
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs.meta11
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat76
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat.meta8
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt1
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt.meta7
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.assetbin0 -> 13200 bytes
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset.meta8
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/PP low.asset1398
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/PP low.asset.meta8
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt35
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt.meta7
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exrbin0 -> 133554 bytes
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr.meta85
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/Sword slash demo.unity602
-rw-r--r--Assets/Art/Vfx/Sword slash VFX/Demo scene/Sword slash demo.unity.meta8
16 files changed, 2417 insertions, 0 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
new file mode 100644
index 00000000..9f77a8ca
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs
@@ -0,0 +1,163 @@
+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);
+ }
+} \ No newline at end of file
diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs.meta b/Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs.meta
new file mode 100644
index 00000000..9f62e022
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs.meta
@@ -0,0 +1,11 @@
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+guid: a586cf93dc19b28488308d7488b8de20
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat b/Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat
new file mode 100644
index 00000000..30b65513
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat
@@ -0,0 +1,76 @@
+%YAML 1.1
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+--- !u!21 &2100000
+Material:
+ serializedVersion: 6
+ m_ObjectHideFlags: 0
+ m_PrefabParentObject: {fileID: 0}
+ m_PrefabInternal: {fileID: 0}
+ m_Name: Gray
+ m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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+ m_Texture: {fileID: 0}
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+ - _SmoothnessTextureChannel: 0
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diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat.meta b/Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat.meta
new file mode 100644
index 00000000..effbb4d2
--- /dev/null
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diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt b/Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt
new file mode 100644
index 00000000..03243788
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt
@@ -0,0 +1 @@
+SUPPORT ASSET FOR URP(LWRP) or HDRP here --> https://assetstore.unity.com/packages/slug/157764 \ 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
new file mode 100644
index 00000000..858c3650
--- /dev/null
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diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset b/Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset
new file mode 100644
index 00000000..1ca13e5a
--- /dev/null
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new file mode 100644
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diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/PP low.asset.meta b/Assets/Art/Vfx/Sword slash VFX/Demo scene/PP low.asset.meta
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diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt b/Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt
new file mode 100644
index 00000000..0b3afd95
--- /dev/null
+++ b/Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt
@@ -0,0 +1,35 @@
+Asset Creator - Vladislav Horobets (Hovl).
+-----------------------------------------------------
+
+Using:
+
+If you want to use post-effects like in the demo video:
+https://youtu.be/hZSZ2Q8MF3k
+
+1) Shaders
+1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
+1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
+ If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
+1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
+1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
+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 ^^ \ No newline at end of file
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new file mode 100644
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index 00000000..ac55a3bc
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