add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/Cloak Shader.shader
uploadId: 814740
uploadId: 889948

View File

@@ -1,48 +1,57 @@
Shader "Custom/See Through Surfaces 1" {
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry+1"}
ColorMask 0
ZWrite off
Stencil {
Ref 1
Comp always
Pass replace
Shader "Custom/URP/SeeThroughSurfaces1"
{
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"RenderType"="Opaque"
"Queue"="Geometry+1"
}
CGINCLUDE
struct appdata {
float4 vertex : POSITION;
ColorMask 0
ZWrite Off
Stencil
{
Ref 1
Comp Always
Pass Replace
}
Pass
{
Name "ForwardLitStencil"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
};
struct v2f {
float4 pos : SV_POSITION;
struct Varyings
{
float4 positionHCS : SV_POSITION;
};
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS);
return OUT;
}
half4 frag(v2f i) : SV_Target {
half4 frag(Varyings IN) : SV_Target
{
// No dibuja nada, solo stencil
return half4(1,1,0,1);
}
ENDCG
Pass {
Cull Front
ZTest Less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
ENDHLSL
}
Pass {
Cull Back
ZTest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/See Through Surfaces 1.shader
uploadId: 814740
uploadId: 889948

View File

@@ -1,55 +1,112 @@
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "Custom/URP/SeeThroughSurfaces2"
{
Properties
{
_BaseColor ("Color", Color) = (1,1,1,1)
_BaseMap ("Albedo", 2D) = "white" {}
Shader "Custom/See Through Surfaces 2" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry+2"}
_Smoothness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
Stencil
{
Ref 1
Comp notequal
}
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"RenderType"="Opaque"
"Queue"="Geometry+2"
}
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
Stencil
{
Ref 1
Comp NotEqual
}
sampler2D _MainTex;
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
struct Input {
float2 uv_MainTex;
};
HLSLPROGRAM
half _Glossiness;
half _Metallic;
fixed4 _Color;
#pragma vertex vert
#pragma fragment frag
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float2 uv : TEXCOORD2;
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float _Metallic;
float _Smoothness;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.uv = IN.uv;
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float4 tex = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = tex.rgb * _BaseColor.rgb;
float alpha = tex.a * _BaseColor.a;
float3 normal = normalize(IN.normalWS);
SurfaceData surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.alpha = alpha;
surfaceData.metallic = _Metallic;
surfaceData.smoothness = _Smoothness;
surfaceData.normalTS = float3(0,0,1);
surfaceData.occlusion = 1;
surfaceData.emission = 0;
surfaceData.specular = 0;
InputData inputData = (InputData)0;
inputData.positionWS = IN.positionWS;
inputData.normalWS = normal;
inputData.viewDirectionWS = GetWorldSpaceViewDir(IN.positionWS);
inputData.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
inputData.bakedGI = SampleSH(normal);
return UniversalFragmentPBR(inputData, surfaceData);
}
ENDHLSL
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/See Through Surfaces 2.shader
uploadId: 814740
uploadId: 889948

View File

@@ -1,70 +1,135 @@
Shader "Custom/Transparent Diffuse (Improved)" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" { }
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
Shader "Custom/URP/TransparentDiffuseImproved"
{
Properties
{
_BaseMap("Base Map", 2D) = "white" {}
_BaseColor("Color", Color) = (1,1,1,1)
_BumpMap ("Normalmap", 2D) = "bump" {}
}
_Metallic("Metallic", Range(0,1)) = 0
_Smoothness("Smoothness", Range(0,1)) = 0.5
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent" }
_BumpMap("Normal Map", 2D) = "bump" {}
}
// First Pass: Only render alpha (A) channel
Pass {
ColorMask A
Blend SrcAlpha OneMinusSrcAlpha
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"Queue"="Transparent"
"RenderType"="Transparent"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
fixed4 _Color;
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
float4 vert(float4 vertex:POSITION) : SV_POSITION {
return UnityObjectToClipPos(vertex);
}
HLSLPROGRAM
fixed4 frag() : SV_Target {
return _Color;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
// Second Pass: Now render color (RGB) channel
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CGPROGRAM
#pragma surface surf Standard alpha
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
fixed4 _Color;
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 tangentWS : TEXCOORD2;
float3 bitangentWS : TEXCOORD3;
float3 positionWS : TEXCOORD4;
};
sampler2D _BumpMap;
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
half _Glossiness;
half _Metallic;
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
struct Input {
float4 color:COLOR;
float2 uv_MainTex;
float2 uv_BumpMap;
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float _Metallic;
float _Smoothness;
CBUFFER_END
void surf(Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
Varyings vert (Attributes IN)
{
Varyings OUT;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.uv = IN.uv;
Fallback "Legacy Shaders/Transparent/Diffuse"
}
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
return OUT;
}
half4 frag (Varyings IN) : SV_Target
{
float4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = baseMap.rgb * _BaseColor.rgb;
float alpha = baseMap.a * _BaseColor.a;
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv));
float3x3 TBN = float3x3(
normalize(IN.tangentWS),
normalize(IN.bitangentWS),
normalize(IN.normalWS)
);
float3 normalWS = normalize(mul(normalTS, TBN));
InputData lightingInput;
lightingInput.positionWS = IN.positionWS;
lightingInput.normalWS = normalWS;
lightingInput.viewDirectionWS = normalize(GetWorldSpaceViewDir(IN.positionWS));
lightingInput.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
lightingInput.fogCoord = 0;
lightingInput.vertexLighting = float3(0,0,0);
lightingInput.bakedGI = SampleSH(normalWS);
SurfaceData surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.alpha = alpha;
surfaceData.metallic = _Metallic;
surfaceData.specular = 0;
surfaceData.smoothness = _Smoothness;
surfaceData.normalTS = normalTS;
surfaceData.occlusion = 1;
surfaceData.emission = 0;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 0;
half4 color = UniversalFragmentPBR(lightingInput, surfaceData);
color.a = alpha;
return color;
}
ENDHLSL
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse (Improved).shader
uploadId: 814740
uploadId: 889948

View File

@@ -1,80 +1,162 @@
Shader "Custom/Transparent Diffuse Stipple" {
Properties {
_MainTex("Base (RGB)", 2D) = "white" { }
_Color("Main Color", Color) = (1, 1, 1, 1)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
Shader "Custom/URP/TransparentDiffuseStipple"
{
Properties
{
_BaseMap("Base Map", 2D) = "white" {}
_BaseColor("Main Color", Color) = (1,1,1,1)
_BumpMap ("Normalmap", 2D) = "bump" {}
_Metallic("Metallic", Range(0,1)) = 0
_Smoothness("Smoothness", Range(0,1)) = 0.5
_TransparentAmount("Transparent Amount", Float) = 1
_StippleSize("Stipple Size", Float) = 1
}
_BumpMap("Normal Map", 2D) = "bump" {}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
_TransparentAmount("Transparent Amount", Range(0,1)) = 1
_StippleSize("Stipple Size", Float) = 1
}
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
SubShader
{
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"RenderType"="Opaque"
"Queue"="AlphaTest"
}
#pragma target 3.0
Cull Off
float _TransparentAmount;
Pass
{
Name "ForwardLit"
Tags { "LightMode"="UniversalForward" }
sampler2D _MainTex;
HLSLPROGRAM
fixed4 _Color;
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS
sampler2D _BumpMap;
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
float _StippleSize;
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
};
half _Glossiness;
half _Metallic;
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float3 tangentWS : TEXCOORD3;
float3 bitangentWS : TEXCOORD4;
float4 screenPos : TEXCOORD5;
};
static const float4x4 kThresholdMatrix = {
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
static const float4x4 kKernelMatrix = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
struct Input {
float2 uv_MainTex;
float4 screenPos;
float3 worldPos;
float2 uv_BumpMap;
};
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float _Metallic;
float _Smoothness;
float _TransparentAmount;
float _StippleSize;
CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex)* _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
static const float4x4 kThresholdMatrix = {
1.0/17.0, 9.0/17.0, 3.0/17.0, 11.0/17.0,
13.0/17.0, 5.0/17.0, 15.0/17.0, 7.0/17.0,
4.0/17.0, 12.0/17.0, 2.0/17.0, 10.0/17.0,
16.0/17.0, 8.0/17.0, 14.0/17.0, 6.0/17.0
};
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
Varyings vert(Attributes IN)
{
Varyings OUT;
// Unproject the screen pixel coordiante
float2 pos = IN.screenPos.xy / IN.screenPos.w;
pos *= _ScreenParams.xy * _StippleSize;
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
OUT.uv = IN.uv;
// Clip pixel within [start, end] distance from camera
float interpDist = _TransparentAmount;
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
clip(interpDist - kThresholdMatrix[fmod(pos.x, 4)] * kKernelMatrix[fmod(pos.y, 4)]);
}
OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
ENDCG
}
FallBack "Diffuse"
}
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
float4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
float3 albedo = baseMap.rgb * _BaseColor.rgb;
float alpha = baseMap.a * _BaseColor.a;
float3 normalTS = UnpackNormal(
SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv)
);
float3x3 TBN = float3x3(
normalize(IN.tangentWS),
normalize(IN.bitangentWS),
normalize(IN.normalWS)
);
float3 normalWS = normalize(mul(normalTS, TBN));
// --- STIPPLE ---
float2 pos = IN.screenPos.xy / IN.screenPos.w;
pos *= _ScreenParams.xy * _StippleSize;
int x = (int)fmod(pos.x, 4);
int y = (int)fmod(pos.y, 4);
float threshold = kThresholdMatrix[y][x];
clip(_TransparentAmount - threshold);
// --- END STIPPLE ---
InputData lightingInput;
lightingInput.positionWS = IN.positionWS;
lightingInput.normalWS = normalWS;
lightingInput.viewDirectionWS =
normalize(GetWorldSpaceViewDir(IN.positionWS));
lightingInput.shadowCoord =
TransformWorldToShadowCoord(IN.positionWS);
lightingInput.bakedGI = SampleSH(normalWS);
lightingInput.fogCoord = 0;
lightingInput.vertexLighting = 0;
SurfaceData surfaceData = (SurfaceData)0;
surfaceData.albedo = albedo;
surfaceData.alpha = alpha;
surfaceData.metallic = _Metallic;
surfaceData.specular = 0;
surfaceData.smoothness = _Smoothness;
surfaceData.normalTS = normalTS;
surfaceData.occlusion = 1;
surfaceData.emission = 0;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 0;
return UniversalFragmentPBR(lightingInput, surfaceData);
}
ENDHLSL
}
}
}

View File

@@ -10,7 +10,8 @@ ShaderImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Shaders/Others/Transparent Diffuse Stipple.shader
uploadId: 814740
uploadId: 889948