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-rw-r--r--Assets/Art/Materials/Character/Effects.meta (renamed from Assets/Art/Vfx/GrabSquaresEffect/AbstractWiresEffect/Scripts.meta)2
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Body.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Body.mat.meta (renamed from Assets/Art/Vfx/GrabSquaresEffect/Shaders.meta)6
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Hair.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Hair.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Hair2.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Hair2.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat.meta8
-rw-r--r--Assets/Art/PostProcessing_setup.asset2
-rw-r--r--Assets/Art/Shaders/Effects.meta (renamed from Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta)2
-rw-r--r--Assets/Art/Shaders/Effects/RimLight 1.shader190
-rw-r--r--Assets/Art/Shaders/Effects/RimLight 1.shader.meta9
-rw-r--r--Assets/Art/Shaders/Effects/RimLight.shader58
-rw-r--r--Assets/Art/Shaders/Effects/RimLight.shader.meta9
19 files changed, 918 insertions, 6 deletions
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Body.mat b/Assets/Art/Materials/Character/Effects/Dissolve_Body.mat
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat b/Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Hair.mat b/Assets/Art/Materials/Character/Effects/Dissolve_Hair.mat
new file mode 100644
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Hair2.mat b/Assets/Art/Materials/Character/Effects/Dissolve_Hair2.mat
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat b/Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat.meta b/Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat.meta
new file mode 100644
index 00000000..44ab8953
--- /dev/null
+++ b/Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat b/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat
new file mode 100644
index 00000000..4d3f5549
--- /dev/null
+++ b/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat
@@ -0,0 +1,101 @@
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat.meta b/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat.meta
new file mode 100644
index 00000000..c687eb6b
--- /dev/null
+++ b/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Art/PostProcessing_setup.asset b/Assets/Art/PostProcessing_setup.asset
index c557985a..17df752a 100644
--- a/Assets/Art/PostProcessing_setup.asset
+++ b/Assets/Art/PostProcessing_setup.asset
@@ -35,7 +35,7 @@ MonoBehaviour:
value: 1
intensity:
overrideState: 1
- value: 20.2
+ value: 11.1
threshold:
overrideState: 1
value: 1
diff --git a/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta b/Assets/Art/Shaders/Effects.meta
index 41200932..c3fd23b5 100644
--- a/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta
+++ b/Assets/Art/Shaders/Effects.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: abff7cb61c760094f8ab9437379e0f2c
+guid: 66fad21734e122d4fa94e54e95824a9f
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diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader b/Assets/Art/Shaders/Effects/RimLight 1.shader
new file mode 100644
index 00000000..28a86107
--- /dev/null
+++ b/Assets/Art/Shaders/Effects/RimLight 1.shader
@@ -0,0 +1,190 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X
+Shader "ASESampleShaders/RimLight"
+{
+ Properties
+ {
+ _RimColor("RimColor", Color) = (0,0,0,0)
+ _RimPower("RimPower", Range( 0 , 10)) = 0
+ _Metallic("Metallic", 2D) = "white" {}
+ _Occlusion("Occlusion", 2D) = "white" {}
+ _Normals("Normals", 2D) = "bump" {}
+ _Albedo("Albedo", 2D) = "white" {}
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ [HideInInspector] __dirty( "", Int ) = 1
+ _AlphaCutout("Alpha Cutout", FLoat) = 0.5
+ }
+
+ SubShader
+ {
+ Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" "IsEmissive" = "true" }
+ Cull Back
+ ZTest LEqual
+ BlendOp Add
+ Blend SrcAlpha OneMinusSrcAlpha
+ CGINCLUDE
+ #include "UnityPBSLighting.cginc"
+ #include "Lighting.cginc"
+ #pragma target 3.0
+ #ifdef UNITY_PASS_SHADOWCASTER
+ #undef INTERNAL_DATA
+ #undef WorldReflectionVector
+ #undef WorldNormalVector
+ #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
+ #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
+ #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
+ #endif
+ struct Input
+ {
+ fixed2 uv_texcoord;
+ float3 viewDir;
+ INTERNAL_DATA
+ };
+
+ uniform sampler2D _Normals;
+ uniform float4 _Normals_ST;
+ uniform sampler2D _Albedo;
+ uniform float4 _Albedo_ST;
+ uniform fixed _RimPower;
+ uniform fixed4 _RimColor;
+ uniform sampler2D _Metallic;
+ uniform float4 _Metallic_ST;
+ uniform sampler2D _Occlusion;
+ uniform float4 _Occlusion_ST;
+
+ float _AlphaCutout;
+
+ void surf( Input i , inout SurfaceOutputStandard o )
+ {
+ float2 uv_Normals = i.uv_texcoord * _Normals_ST.xy + _Normals_ST.zw;
+ fixed3 tex2DNode3 = UnpackNormal( tex2D( _Normals, uv_Normals ) );
+ o.Normal = tex2DNode3;
+ float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
+ fixed4 col = tex2D( _Albedo, uv_Albedo );
+ if(col.a < _AlphaCutout)
+ discard;
+ o.Albedo = fixed3(1,1,1);
+ float3 normalizeResult23 = normalize( i.viewDir );
+ float dotResult21 = dot( tex2DNode3 , normalizeResult23 );
+ o.Emission = ( pow( ( 1.0 - saturate( dotResult21 ) ) , _RimPower ) * _RimColor ).rgb * 5;
+ float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw;
+ o.Metallic = tex2D( _Metallic, uv_Metallic ).r;
+ float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw;
+ o.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r;
+ o.Alpha = 0.5;
+ }
+
+ ENDCG
+ CGPROGRAM
+ #pragma surface surf Standard keepalpha fullforwardshadows
+
+ ENDCG
+
+ //Pass
+ //{
+ // Name "ShadowCaster"
+ // Tags{ "LightMode" = "ShadowCaster" }
+ // ZWrite On
+ // CGPROGRAM
+ // #pragma vertex vert
+ // #pragma fragment frag
+ // #pragma target 3.0
+ // #pragma multi_compile_shadowcaster
+ // #pragma multi_compile UNITY_PASS_SHADOWCASTER
+ // #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+ // #include "HLSLSupport.cginc"
+ // #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+ // #define CAN_SKIP_VPOS
+ // #endif
+ // #include "UnityCG.cginc"
+ // #include "Lighting.cginc"
+ // #include "UnityPBSLighting.cginc"
+ // struct v2f
+ // {
+ // V2F_SHADOW_CASTER;
+ // float4 tSpace0 : TEXCOORD1;
+ // float4 tSpace1 : TEXCOORD2;
+ // float4 tSpace2 : TEXCOORD3;
+ // float4 texcoords01 : TEXCOORD4;
+ // UNITY_VERTEX_INPUT_INSTANCE_ID
+ // };
+ // v2f vert( appdata_full v )
+ // {
+ // v2f o;
+ // UNITY_SETUP_INSTANCE_ID( v );
+ // UNITY_INITIALIZE_OUTPUT( v2f, o );
+ // UNITY_TRANSFER_INSTANCE_ID( v, o );
+ // float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ // fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
+ // fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
+ // fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
+ // fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
+ // o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
+ // o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
+ // o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
+ // o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
+ // TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+ // return o;
+ // }
+ // fixed4 frag( v2f IN
+ // #if !defined( CAN_SKIP_VPOS )
+ // , UNITY_VPOS_TYPE vpos : VPOS
+ // #endif
+ // ) : SV_Target
+ // {
+ // UNITY_SETUP_INSTANCE_ID( IN );
+ // Input surfIN;
+ // UNITY_INITIALIZE_OUTPUT( Input, surfIN );
+ // surfIN.uv_texcoord.xy = IN.texcoords01.xy;
+ // float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
+ // fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+ // surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
+ // surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
+ // surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
+ // surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
+ // SurfaceOutputStandard o;
+ // UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
+ // surf( surfIN, o );
+ // #if defined( CAN_SKIP_VPOS )
+ // float2 vpos = IN.pos;
+ // #endif
+ // SHADOW_CASTER_FRAGMENT( IN )
+ // }
+ // ENDCG
+ //}
+ }
+ Fallback "Diffuse"
+}
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+WireConnection;0;5;4;0
+ASEEND*/
+//CHKSM=2A3B3D22176020238140A4ABA160CFED64996DF3
diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader.meta b/Assets/Art/Shaders/Effects/RimLight 1.shader.meta
new file mode 100644
index 00000000..42ccdd1b
--- /dev/null
+++ b/Assets/Art/Shaders/Effects/RimLight 1.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: bcf940f2b1c46ba4ea736cc0d9807771
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Art/Shaders/Effects/RimLight.shader b/Assets/Art/Shaders/Effects/RimLight.shader
new file mode 100644
index 00000000..4083623e
--- /dev/null
+++ b/Assets/Art/Shaders/Effects/RimLight.shader
@@ -0,0 +1,58 @@
+Shader "Unlit/RimLight"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ // make fog work
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ UNITY_FOG_COORDS(1)
+ float4 vertex : SV_POSITION;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ // sample the texture
+ fixed4 col = tex2D(_MainTex, i.uv);
+ // apply fog
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/Assets/Art/Shaders/Effects/RimLight.shader.meta b/Assets/Art/Shaders/Effects/RimLight.shader.meta
new file mode 100644
index 00000000..9fd5a646
--- /dev/null
+++ b/Assets/Art/Shaders/Effects/RimLight.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1b7109bb6e56e9a47af0551d67c44bc8
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant: