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

@@ -1,164 +1,107 @@
Shader "Custom/Simple Blur Shader" {
Properties {
_Size ("Blur", Range(0, 30)) = 1
[HideInInspector] _MainTex ("Texture (RGB)", 2D) = "white" {}
// _TintColor ("Tint Color", Color) = (1,1,1,1)
Shader "Custom/URP/SimpleBlur"
{
Properties
{
_Size ("Blur", Range(0,30)) = 1
_MainTex ("Mask", 2D) = "white" {}
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
SubShader
SubShader
{
Tags
{
ZWrite Off
// Horizontal blur
GrabPass
"Queue"="Transparent-100"
"RenderType"="Transparent"
"RenderPipeline"="UniversalRenderPipeline"
}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Blur"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
"_HBlur"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
float4 color : COLOR;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD1;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
sampler2D _HBlur;
float4 _HBlur_TexelSize;
float _Size;
half4 frag( v2f i ) : COLOR
{
float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size * alpha, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
return sum ;
}
ENDCG
}
// Vertical blur
GrabPass
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
"_VBlur"
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float4 color : COLOR;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_CameraOpaqueTexture);
SAMPLER(sampler_CameraOpaqueTexture);
float4 _CameraOpaqueTexture_TexelSize;
CBUFFER_START(UnityPerMaterial)
float _Size;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = IN.uv;
OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
OUT.color = IN.color;
return OUT;
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
float4 color : COLOR;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD1;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
sampler2D _VBlur;
float4 _VBlur_TexelSize;
float _Size;
//fixed4 _TintColor;
half4 frag( v2f i ) : COLOR
{
float alpha = tex2D(_MainTex, i.uvmain).a * i.color.a;
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size * alpha, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
return sum + i.color * alpha;
}
ENDCG
half4 frag (Varyings IN) : SV_Target
{
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
float alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv).a * IN.color.a;
half4 sum = 0;
float2 texel = _CameraOpaqueTexture_TexelSize.xy * _Size * alpha;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-4,0)) * 0.05;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-3,0)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-2,0)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(-1,0)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV) * 0.18;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(1,0)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(2,0)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(3,0)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(4,0)) * 0.05;
// vertical blur
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-4)) * 0.05;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-3)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-2)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,-1)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,1)) * 0.15;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,2)) * 0.12;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,3)) * 0.09;
sum += SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV + texel * float2(0,4)) * 0.05;
return sum;
}
ENDHLSL
}
}
}