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author | chai <chaifix@163.com> | 2021-12-24 09:40:18 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2021-12-24 09:40:18 +0800 |
commit | 188ee370a4a27de0bc44b9a83c595102187571e3 (patch) | |
tree | d9cdf6ed1d8578b6c23b3eb047c75aa639254494 /Mage/Assets/Test/Liquid2D |
+init
Diffstat (limited to 'Mage/Assets/Test/Liquid2D')
54 files changed, 3774 insertions, 0 deletions
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Its a circle with physics with 3 states, each state change its physic properties and its sprite color ( so the shader can separate wich particle is it to draw) +/// The particles scale down and die, and have a scale effect towards their velocity. +/// +/// Visit: www.codeartist.mx for more stuff. Thanks for checking out this example. +/// Credit: Rodrigo Fernandez Diaz +/// Contact: q_layer@hotmail.com +/// </summary> + +public class DynamicParticle : MonoBehaviour { + public enum STATES{WATER,GAS,LAVA,NONE}; //The 3 states of the particle + STATES currentState=STATES.NONE; //Defines the currentstate of the particle, default is water + public GameObject currentImage; //The image is for the metaball shader for the effect, it is onle seen by the liquids camera. + public GameObject[] particleImages; //We need multiple particle images to reduce drawcalls + float GAS_FLOATABILITY=7.0f; //How fast does the gas goes up? + float particleLifeTime=3.0f,startTime;//How much time before the particle scalesdown and dies + + void Awake(){ + if (currentState == STATES.NONE) + SetState (STATES.WATER); + } + + //The definitios to each state + public void SetState(STATES newState){ + if(newState!=currentState){ //Only change to a different state + switch(newState){ + case STATES.WATER: + GetComponent<Rigidbody2D>().gravityScale=1.0f; // To simulate Water density + break; + case STATES.GAS: + particleLifeTime=particleLifeTime/2.0f; // Gas lives the time the other particles + GetComponent<Rigidbody2D>().gravityScale=0.0f;// To simulate Gas density + gameObject.layer=LayerMask.NameToLayer("Gas");// To have a different collision layer than the other particles (so gas doesnt rises up the lava but still collides with the wolrd) + break; + case STATES.LAVA: + GetComponent<Rigidbody2D>().gravityScale=0.3f; // To simulate the lava density + break; + case STATES.NONE: + Destroy(gameObject); + break; + } + if(newState!=STATES.NONE){ + currentState=newState; + startTime=Time.time;//Reset the life of the particle on a state change + GetComponent<Rigidbody2D>().velocity=new Vector2(); // Reset the particle velocity + currentImage.SetActive(false); + currentImage=particleImages[(int)currentState]; + currentImage.SetActive(true); + } + } + } + void Update () { + switch(currentState){ + case STATES.WATER: //Water and lava got the same behaviour + MovementAnimation(); + ScaleDown(); + break; + case STATES.LAVA: + MovementAnimation(); + ScaleDown(); + break; + case STATES.GAS: + if(GetComponent<Rigidbody2D>().velocity.y<50){ //Limits the speed in Y to avoid reaching mach 7 in speed + GetComponent<Rigidbody2D>().AddForce (new Vector2(0,GAS_FLOATABILITY)); // Gas always goes upwards + } + ScaleDown(); + break; + + } + } + // This scales the particle image acording to its velocity, so it looks like its deformable... but its not ;) + void MovementAnimation(){ + Vector3 movementScale=new Vector3(1.0f,1.0f,1.0f);//Tamaño de textura no de metaball + movementScale.x+=Mathf.Abs(GetComponent<Rigidbody2D>().velocity.x)/30.0f; + movementScale.z+=Mathf.Abs(GetComponent<Rigidbody2D>().velocity.y)/30.0f; + movementScale.y=1.0f; + currentImage.gameObject.transform.localScale=movementScale; + } + // The effect for the particle to seem to fade away + void ScaleDown(){ + float scaleValue = 1.0f-((Time.time-startTime)/particleLifeTime); + Vector2 particleScale=Vector2.one; + if (scaleValue <= 0) { + Destroy (gameObject); + } else{ + particleScale.x=scaleValue; + particleScale.y=scaleValue; + transform.localScale=particleScale; + } + } + + // To change particles lifetime externally (like the particle generator) + public void SetLifeTime(float time){ + particleLifeTime=time; + } + // Here we handle the collision events with another particles, in this example water+lava= water-> gas + void OnCollisionEnter2D(Collision2D other){ + if(currentState==STATES.WATER && other.gameObject.tag=="DynamicParticle"){ + if(other.collider.GetComponent<DynamicParticle>().currentState==STATES.LAVA){ + SetState(STATES.GAS); + } + } + + } + +} diff --git a/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/DynamicParticle.cs.meta b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/DynamicParticle.cs.meta new file mode 100644 index 0000000..bebef97 --- /dev/null +++ b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/DynamicParticle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2ae5089f0fa7bb841bdd7492fc3876aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/ParticleGenerator.cs b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/ParticleGenerator.cs new file mode 100644 index 0000000..2a7a1a9 --- /dev/null +++ b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/ParticleGenerator.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using System.Collections; +/// <summary +/// Particle generator. +/// +/// The particle generator simply spawns particles with custom values. +/// See the Dynamic particle script to know how each particle works.. +/// +/// Visit: www.codeartist.mx for more stuff. Thanks for checking out this example. +/// Credit: Rodrigo Fernandez Diaz +/// Contact: q_layer@hotmail.com +/// </summary> + +public class ParticleGenerator : MonoBehaviour { + float SPAWN_INTERVAL=0.025f; // How much time until the next particle spawns + float lastSpawnTime=float.MinValue; //The last spawn time + public int PARTICLE_LIFETIME=3; //How much time will each particle live + public Vector3 particleForce; //Is there a initial force particles should have? + public DynamicParticle.STATES particlesState=DynamicParticle.STATES.WATER; // The state of the particles spawned + public Transform particlesParent; // Where will the spawned particles will be parented (To avoid covering the whole inspector with them) + + void Start() { } + + void Update() { + if( lastSpawnTime+SPAWN_INTERVAL<Time.time ){ // Is it time already for spawning a new particle? + GameObject newLiquidParticle=(GameObject)Instantiate(Resources.Load("LiquidPhysics/DynamicParticle")); //Spawn a particle + newLiquidParticle.GetComponent<Rigidbody2D>().AddForce( particleForce); //Add our custom force + DynamicParticle particleScript=newLiquidParticle.GetComponent<DynamicParticle>(); // Get the particle script + particleScript.SetLifeTime(PARTICLE_LIFETIME); //Set each particle lifetime + particleScript.SetState(particlesState); //Set the particle State + newLiquidParticle.transform.position=transform.position;// Relocate to the spawner position + newLiquidParticle.transform.parent=particlesParent;// Add the particle to the parent container + lastSpawnTime=Time.time; // Register the last spawnTime + } + } +} diff --git a/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/ParticleGenerator.cs.meta b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/ParticleGenerator.cs.meta new file mode 100644 index 0000000..cd658a1 --- /dev/null +++ b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/ParticleGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 96e9aa6ec9ecc0d4f8990282b7f98ed7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Mage/Assets/Test/Liquid2D/LiquidPhysics/Shaders.meta b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Shaders.meta new file mode 100644 index 0000000..0d81052 --- /dev/null +++ b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bc6822666ea4e1842bf5df2b58c428d9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Mage/Assets/Test/Liquid2D/LiquidPhysics/Shaders/Metaballs_Multiple.shader b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Shaders/Metaballs_Multiple.shader new file mode 100644 index 0000000..6dcc680 --- /dev/null +++ b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Shaders/Metaballs_Multiple.shader @@ -0,0 +1,66 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Custom/Metaballs_Lava" { +Properties { + _MainTex ("Texture", 2D) = "white" { } +} +/// <summary> +/// Multiple metaball shader. +/// +/// Separates each particle by color and overrides it with the one specified. +/// Notice the texture that passes through this shader only looks at particles, and has a black background. +/// The core element for the color merging is the floor function, try tweaking it to achive the desired result. +/// +/// Visit: www.codeartist.mx for more stuff. Thanks for checking out this example. +/// Credit: Rodrigo Fernandez Diaz +/// Contact: q_layer@hotmail.com +/// </summary> +SubShader { + Tags {"Queue" = "Transparent" } + Pass { + Blend SrcAlpha OneMinusSrcAlpha + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + float4 _Color; + sampler2D _MainTex; + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + float4 _MainTex_ST; + v2f vert (appdata_base v){ + v2f o; + o.pos = UnityObjectToClipPos (v.vertex); + o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); + return o; + } + + // Here goes the metaball magic + float COLOR_TRESHHOLD=0.2; //To separate and process each color. + half4 frag (v2f i) : COLOR{ + half4 texcol= tex2D (_MainTex, i.uv); + half4 finalColor= texcol; + if(texcol.r>0.3){ // This is for the lava effect, easiest one! + finalColor=half4(texcol.r,texcol.r/9.5,0.0,texcol.a); + finalColor=floor(finalColor/0.05)*0.5; //The floor function for the metaball effect play around the 2 values for different effects (use the color preview at the scene!) + } + else if(texcol.g>0.3){ //This is for the gas effect + finalColor=half4(texcol.g,texcol.g,texcol.g,0.5f);// All channels white with some transparency + finalColor=floor(finalColor/0.05)*0.3; //Blend it in + finalColor.a=0.5f; // To add some transparency + } + else if(texcol.b>0.3){ //This is for the water effect + finalColor=half4(0.0,texcol.b/2.0,texcol.b,0.5); + + finalColor.b=floor((finalColor.b/0.1)*0.5); + } + return finalColor; + } + ENDCG + + } +} +Fallback "VertexLit" +}
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If you use this in a project somehow, let me know! +Credit is all I ask for, so please consider it! + +///// Before starting: +-You need unity pro for this example. (Due to the render textures, which make the whole thing) + +///// Where to start: +-Open the scene folder and press play! +-After that toggle the different examples and play around them. +-Inside every example there is particle generators, you can select the particle state and the frequency as well as the lifetime of each particle. + +///// How does it work? +-The particles are simple spheres with some visual effects to look the behave like liquid particles. +-A camera only looks this particles and puts this on a texture (Aka RenderTextures) +-The texture goes into a plane which will be what our player views. +-There is a shader that overrides colors and tweaks them for the liquid effect (Metaballs). +-The shader is applied to a Material wich uses the RenderTexture. +-You can find a extended explanation on how this project works over here: http://codeartist.mx/tutorials/liquids/ + +///// Tweaking particle behaviours: +-In the script folder take a look on the "DynamicParticle" script, this is the definition of each particle. +-"OnCollisionEnter2D" holds the definition for Water+Lava=Water->Gas, you can tweak this as you wish. +-On the "SetState" method you can adjust each state physic properties. + +///// Tweaking the colors: +-Open the shaders folder +-Create a duplicate of the "Metaball_Multiple" shader, change its name and open it. +-At the top of the shader, rename it again. +-On the "frag" method play around the 3 different definitions for each color. +-Define the color of the particle first in the finalColor variable; +-To tweak the metaball values play around the 2 float values inside the floor function. +-On the Materials folder, Select "LiquidRenderTexture" +-Change the shader to your shader. + + + diff --git a/Mage/Assets/Test/Liquid2D/README.txt.meta b/Mage/Assets/Test/Liquid2D/README.txt.meta new file mode 100644 index 0000000..eb52458 --- /dev/null +++ b/Mage/Assets/Test/Liquid2D/README.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 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