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authorchai <chaifix@163.com>2021-12-24 09:40:18 +0800
committerchai <chaifix@163.com>2021-12-24 09:40:18 +0800
commit188ee370a4a27de0bc44b9a83c595102187571e3 (patch)
treed9cdf6ed1d8578b6c23b3eb047c75aa639254494 /Mage/Assets/Test/Liquid2D
+init
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-rw-r--r--Mage/Assets/Test/Liquid2D/LiquidPhysics.meta8
-rw-r--r--Mage/Assets/Test/Liquid2D/LiquidPhysics/LiquidPhysicsExample.unity1923
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-rw-r--r--Mage/Assets/Test/Liquid2D/README.txt44
-rw-r--r--Mage/Assets/Test/Liquid2D/README.txt.meta7
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-rw-r--r--Mage/Assets/Test/Liquid2D/Scenes/SampleScene.unity206
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diff --git a/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/DynamicParticle.cs b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/DynamicParticle.cs
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index 0000000..e30c5b0
--- /dev/null
+++ b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/DynamicParticle.cs
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+using UnityEngine;
+using System.Collections;
+/// <summary>
+/// Dynamic particle.
+///
+/// The dynamic particle is the backbone of the liquids effect. 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
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+++ b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Scripts/DynamicParticle.cs.meta
@@ -0,0 +1,11 @@
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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
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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
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@@ -0,0 +1,8 @@
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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"
+} \ No newline at end of file
diff --git a/Mage/Assets/Test/Liquid2D/LiquidPhysics/Shaders/Metaballs_Multiple.shader.meta b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Shaders/Metaballs_Multiple.shader.meta
new file mode 100644
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diff --git a/Mage/Assets/Test/Liquid2D/LiquidPhysics/Textures/ParticleImage.png b/Mage/Assets/Test/Liquid2D/LiquidPhysics/Textures/ParticleImage.png
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diff --git a/Mage/Assets/Test/Liquid2D/README.txt b/Mage/Assets/Test/Liquid2D/README.txt
new file mode 100644
index 0000000..1c50022
--- /dev/null
+++ b/Mage/Assets/Test/Liquid2D/README.txt
@@ -0,0 +1,44 @@
+Thanks for downloading my Liquid Phyiscs project!
+The project shows a cool approach for doing liquids in unity without being to expensive in performance.
+If you need more liquid volume than the one showed here consider faking the effect with containers that doesn't hold any particles.
+
+For more visit http://codeartist.mx/
+Credit: Rodrigo Fernandez Diaz
+Contact: q_layer@hotmail.com
+
+Please! 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.
+
+
+
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