From 61fbc2cdd8368505c3c8ce893af020463cc2a669 Mon Sep 17 00:00:00 2001 From: chai Date: Tue, 27 Oct 2020 19:38:53 +0800 Subject: *misc --- .../Vfx/Sword slash VFX/Demo scene/CameraHolder.cs | 163 +++ .../Demo scene/CameraHolder.cs.meta | 11 + Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat | 76 ++ .../Vfx/Sword slash VFX/Demo scene/Gray.mat.meta | 8 + .../Sword slash VFX/Demo scene/HDRP and URP.txt | 1 + .../Demo scene/HDRP and URP.txt.meta | 7 + .../Sword slash VFX/Demo scene/LightingData.asset | Bin 0 -> 13200 bytes .../Demo scene/LightingData.asset.meta | 8 + .../Vfx/Sword slash VFX/Demo scene/PP low.asset | 1398 ++++++++++++++++++++ .../Sword slash VFX/Demo scene/PP low.asset.meta | 8 + .../Art/Vfx/Sword slash VFX/Demo scene/Readme.txt | 35 + .../Vfx/Sword slash VFX/Demo scene/Readme.txt.meta | 7 + .../Demo scene/ReflectionProbe-0.exr | Bin 0 -> 133554 bytes .../Demo scene/ReflectionProbe-0.exr.meta | 85 ++ .../Demo scene/Sword slash demo.unity | 602 +++++++++ .../Demo scene/Sword slash demo.unity.meta | 8 + 16 files changed, 2417 insertions(+) create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/CameraHolder.cs.meta create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/Gray.mat.meta create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/HDRP and URP.txt.meta create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/LightingData.asset.meta create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/PP low.asset create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/PP low.asset.meta create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt.meta create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr.meta create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/Sword slash demo.unity create mode 100644 Assets/Art/Vfx/Sword slash VFX/Demo scene/Sword slash demo.unity.meta (limited to 'Assets/Art/Vfx/Sword slash VFX/Demo scene') 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 svList = new List(); + 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(); //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 @@ +fileFormatVersion: 2 +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 +%TAG !u! tag:unity3d.com,2011: +--- !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} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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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 diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt.meta b/Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt.meta new file mode 100644 index 00000000..0b4b438c --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Demo scene/Readme.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a74f427f40a89f64494b544c15940581 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr b/Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr new file mode 100644 index 00000000..73bac30e Binary files /dev/null and b/Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr differ diff --git a/Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr.meta b/Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr.meta new file mode 100644 index 00000000..c19676e9 --- /dev/null +++ b/Assets/Art/Vfx/Sword slash VFX/Demo scene/ReflectionProbe-0.exr.meta @@ -0,0 +1,85 @@ +fileFormatVersion: 2 +guid: 1a337cc62fad99f419f5e71b1c07d911 +TextureImporter: + fileIDToRecycleName: + 8900000: generatedCubemap + externalObjects: {} + serializedVersion: 5 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 1 + seamlessCubemap: 1 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 2 + aniso: 0 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 2 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - 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