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

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Please note that when exporting the following two Effects;
- Dissolve
- Respawn
both automatically include several unnecessary dependencies when exporting as a package. Please ensure that only files within the "EffectExamples" folder are ticked. As long as the "Materials", "Prefabs", "Scripts", "Shaders" and "Textures" folders are ticked, the effect will work correctly once imported in a new project.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnEffect : MonoBehaviour {
public float spawnEffectTime = 2;
public float pause = 1;
public AnimationCurve fadeIn;
ParticleSystem ps;
float timer = 0;
Renderer _renderer;
int shaderProperty;
void Start ()
{
shaderProperty = Shader.PropertyToID("_cutoff");
_renderer = GetComponent<Renderer>();
ps = GetComponentInChildren <ParticleSystem>();
var main = ps.main;
main.duration = spawnEffectTime;
ps.Play();
}
void Update ()
{
if (timer < spawnEffectTime + pause)
{
timer += Time.deltaTime;
}
else
{
ps.Play();
timer = 0;
}
_renderer.material.SetFloat(shaderProperty, fadeIn.Evaluate( Mathf.InverseLerp(0, spawnEffectTime, timer)));
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Shader "Unlit/FireFlyNew"
{
Properties
{
_MainTex ("Albedo (Emissive)", 2D) = "white" {}
_Wings ("Wings", 2D) = "white" {}
_EmissiveAmount ("_EmissiveAmount", Float) =2.0
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert alpha:fade
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _EmissiveAmount;
//float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
o.color.rgba = v.color.rgba;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float4 emissive = i.color * col.a;
clip(i.color.a - 0.5);
col += emissive * pow(_EmissiveAmount, 2.2);
return col;
}
ENDCG
}
Pass
{
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _Wings;
//float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
o.color.rgba = v.color.rgba;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
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wings.a = lerp( wings.a, 0, i.color.a);
return wings;
}
ENDCG
}
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "Custom/Respawn" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
[HDR]_Emission ("Emission", Color) = (0,0,0,0)
_MainTex ("Albedo", 2D) = "white" {}
_Normal ("Normal", 2D) = "bump" {}
_MetallicSmooth ("Metallic (RGB) Smooth (A)", 2D) = "white" {}
_AO ("AO", 2D) = "white" {}
[HDR]_EdgeColor1 ("Edge Color", Color) = (1,1,1,1)
_Noise ("Noise", 2D) = "white" {}
[Toggle] _Use_Gradient ("Use Gradient?", Float) = 1
_Gradient ("Gradient", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
[PerRendererData]_Cutoff ("Cutoff", Range(0,1)) = 0.0
_EdgeSize ("EdgeSize", Range(0,1)) = 0.2
_NoiseStrength ("Noise Strength", Range(0,1)) = 0.4
_DisplaceAmount ("Displace Amount", Float) = 1.5
_cutoff ("cutoff", Range(0,1)) = 0.0
}
SubShader {
Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" "IgnoreProjector"="True" }
Cull Off
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#pragma multi_compile __ _USE_GRADIENT_ON
sampler2D _MainTex;
sampler2D _Noise;
sampler2D _Gradient;
sampler2D _Normal;
sampler2D _MetallicSmooth;
sampler2D _AO;
struct Input {
float2 uv_Noise;
float2 uv_MainTex;
fixed4 color : COLOR0;
float3 worldPos;
};
half _Glossiness, _Metallic, _Cutoff, _EdgeSize, _NoiseStrength, _DisplaceAmount;
half _cutoff;
half4 _Color, _EdgeColor1, _Emission;
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
float3 pos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
//pos.x += _cutoff*5;
float4 tex = tex2Dlod(_Noise, float4(pos, 0)*0.5);
float4 Gradient = tex2Dlod (_Gradient, float4(v.texcoord.xy,0,0));
float mask = smoothstep(_Cutoff, _Cutoff - 0.3, 1-Gradient);
float displacementAmount = lerp(0, _DisplaceAmount, _cutoff);
//v.vertex.xyz += mul((float3x3)unity_WorldToObject, float3(0, vertexOffset, 0));
//v.vertex.xyz = lerp(float3(0,0,0), v.vertex.xyz, _cutoff);
}
// 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)
void surf (Input IN, inout SurfaceOutputStandard o) {
float2 uv = IN.uv_Noise;
uv.y += _cutoff;
half3 Noise = tex2D (_Noise, uv);
Noise.r = lerp(0, 1, Noise.r);
half4 MetallicSmooth = tex2D (_MetallicSmooth, IN.uv_MainTex);
//_cutoff = lerp(0, _cutoff, _cutoff);
_cutoff = 1-_cutoff;
#if _USE_GRADIENT_ON
half3 Gradient = tex2D (_Gradient, IN.uv_MainTex);
half Edge = smoothstep(_Cutoff, _Cutoff - _EdgeSize, 1-(Gradient + Noise.r*(1-Gradient)*_NoiseStrength));
#else
half Edge = smoothstep(_cutoff + _EdgeSize, _cutoff, clamp(Noise.r, _EdgeSize, 1));
#endif
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
fixed3 EmissiveCol = c.a * _Emission;
o.Albedo = _Color;
o.Occlusion = tex2D (_AO, IN.uv_MainTex);
o.Emission = EmissiveCol + _EdgeColor1 * Edge;
o.Normal = UnpackNormal (tex2D (_Normal, IN.uv_MainTex));
o.Metallic = MetallicSmooth.r * _Metallic;
o.Smoothness = MetallicSmooth.a * _Glossiness;
clip(Noise - _cutoff);
}
ENDCG
}
FallBack "Diffuse"
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