add some extra assets FX and SFX
This commit is contained in:
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100036: Ellen_Left_Cheek
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100048: Ellen_Left_Hand
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100106: Ellen_Left_Toes
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- Dissolve
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- Respawn
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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;
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using System.Collections.Generic;
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using UnityEngine;
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|
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public class SpawnEffect : MonoBehaviour {
|
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public float spawnEffectTime = 2;
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public float pause = 1;
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public AnimationCurve fadeIn;
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ParticleSystem ps;
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float timer = 0;
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Renderer _renderer;
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ps = GetComponentInChildren <ParticleSystem>();
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var main = ps.main;
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main.duration = spawnEffectTime;
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ps.Play();
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}
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void Update ()
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{
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if (timer < spawnEffectTime + pause)
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{
|
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timer += Time.deltaTime;
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}
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else
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{
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ps.Play();
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timer = 0;
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}
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_renderer.material.SetFloat(shaderProperty, fadeIn.Evaluate( Mathf.InverseLerp(0, spawnEffectTime, timer)));
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}
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Shader "Unlit/FireFlyNew"
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{
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Properties
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{
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_MainTex ("Albedo (Emissive)", 2D) = "white" {}
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_Wings ("Wings", 2D) = "white" {}
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_EmissiveAmount ("_EmissiveAmount", Float) =2.0
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}
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SubShader
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{
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert alpha:fade
|
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#pragma fragment frag
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|
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#include "UnityCG.cginc"
|
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|
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struct appdata
|
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{
|
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float4 vertex : POSITION;
|
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float4 uv : TEXCOORD0;
|
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float4 color : COLOR;
|
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};
|
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|
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struct v2f
|
||||
{
|
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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
|
||||
}
|
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|
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Pass
|
||||
{
|
||||
Cull Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
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|
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struct appdata
|
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{
|
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float4 vertex : POSITION;
|
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float4 uv : TEXCOORD0;
|
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float4 color : COLOR;
|
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};
|
||||
|
||||
struct v2f
|
||||
{
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float4 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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sampler2D _Wings;
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//float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.color.rgba = v.color.rgba;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 wings = tex2D(_Wings, i.uv.zw);
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wings.a = lerp( wings.a, 0, i.color.a);
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return wings;
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}
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ENDCG
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}
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}
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// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
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Shader "Custom/Respawn" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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[HDR]_Emission ("Emission", Color) = (0,0,0,0)
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_Normal ("Normal", 2D) = "bump" {}
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_MetallicSmooth ("Metallic (RGB) Smooth (A)", 2D) = "white" {}
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_AO ("AO", 2D) = "white" {}
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_Noise ("Noise", 2D) = "white" {}
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[Toggle] _Use_Gradient ("Use Gradient?", Float) = 1
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_Gradient ("Gradient", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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[PerRendererData]_Cutoff ("Cutoff", Range(0,1)) = 0.0
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_EdgeSize ("EdgeSize", Range(0,1)) = 0.2
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_NoiseStrength ("Noise Strength", Range(0,1)) = 0.4
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_DisplaceAmount ("Displace Amount", Float) = 1.5
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Cull Off
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows vertex:vert addshadow
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// Use shader model 3.0 target, to get nicer looking lighting
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sampler2D _MainTex;
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sampler2D _Noise;
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sampler2D _Gradient;
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sampler2D _Normal;
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sampler2D _MetallicSmooth;
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sampler2D _AO;
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struct Input {
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float2 uv_Noise;
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float2 uv_MainTex;
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fixed4 color : COLOR0;
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float3 worldPos;
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half _Glossiness, _Metallic, _Cutoff, _EdgeSize, _NoiseStrength, _DisplaceAmount;
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half _cutoff;
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half4 _Color, _EdgeColor1, _Emission;
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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float3 pos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
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//pos.x += _cutoff*5;
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float4 tex = tex2Dlod(_Noise, float4(pos, 0)*0.5);
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float4 Gradient = tex2Dlod (_Gradient, float4(v.texcoord.xy,0,0));
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float mask = smoothstep(_Cutoff, _Cutoff - 0.3, 1-Gradient);
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float displacementAmount = lerp(0, _DisplaceAmount, _cutoff);
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o) {
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float2 uv = IN.uv_Noise;
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uv.y += _cutoff;
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half3 Noise = tex2D (_Noise, uv);
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_cutoff = 1-_cutoff;
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#if _USE_GRADIENT_ON
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half3 Gradient = tex2D (_Gradient, IN.uv_MainTex);
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half Edge = smoothstep(_Cutoff, _Cutoff - _EdgeSize, 1-(Gradient + Noise.r*(1-Gradient)*_NoiseStrength));
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#else
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half Edge = smoothstep(_cutoff + _EdgeSize, _cutoff, clamp(Noise.r, _EdgeSize, 1));
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#endif
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
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fixed3 EmissiveCol = c.a * _Emission;
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o.Albedo = _Color;
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o.Occlusion = tex2D (_AO, IN.uv_MainTex);
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o.Emission = EmissiveCol + _EdgeColor1 * Edge;
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o.Normal = UnpackNormal (tex2D (_Normal, IN.uv_MainTex));
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o.Metallic = MetallicSmooth.r * _Metallic;
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o.Smoothness = MetallicSmooth.a * _Glossiness;
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clip(Noise - _cutoff);
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}
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ENDCG
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}
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FallBack "Diffuse"
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Block a user