add:添加弓箭相关预制体和脚本

This commit is contained in:
bzx
2026-03-04 17:32:23 +08:00
parent 628a26508d
commit e64f85d3e7
101 changed files with 84014 additions and 4 deletions

8
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@ -32,6 +32,7 @@ public class MRInput : MonoBehaviour
public bool pressRightTrigger = false;
private bool _lastPressRightTrigger = false;
private List<System.Action> _clickRightTriggerhandlers = new List<System.Action>();
private List<System.Action> _cancelRightTriggerhandlers = new List<System.Action>();
#if UNITY_EDITOR
[UnityEngine.DisplayOnly]
@ -72,6 +73,14 @@ public class MRInput : MonoBehaviour
_clickRightTriggerhandlers.Add(handler);
}
/// <summary>
/// 注册点击右trigger取消事件
/// </summary>
public void RegisterCancelRightTrigger(System.Action handler)
{
_cancelRightTriggerhandlers.Add(handler);
}
/// <summary>
/// 注册点击右trigger持续点击事件
/// </summary>
@ -139,6 +148,12 @@ public class MRInput : MonoBehaviour
_clickRightTriggerhandlers[i].Invoke();
}
}
else if(_lastPressRightTrigger && !pressRightTrigger){
for(int i = 0; i < _cancelRightTriggerhandlers.Count; i++)
{
_cancelRightTriggerhandlers[i].Invoke();
}
}
_lastPressRightTrigger = isTrigger;
holdPressRightTrigger = isTrigger;
@ -176,6 +191,13 @@ public class MRInput : MonoBehaviour
_clickRightTriggerhandlers[i].Invoke();
}
}
else if (Input.GetKeyUp(KeyCode.Alpha2))
{
for (int i = 0; i < _cancelRightTriggerhandlers.Count; i++)
{
_cancelRightTriggerhandlers[i].Invoke();
}
}
else if (Input.GetKey(KeyCode.Alpha2))
{
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@ -0,0 +1,37 @@
using UnityEngine;
public enum ArrowType
{
Arrow,
FireArrow,
}
public class Arrow : MonoBehaviour
{
private Rigidbody rigidbodyComponent;
/// <summary>
/// 刚体组件
/// </summary>
public Rigidbody RigidbodyComponent
{
get
{
if (rigidbodyComponent == null)
{
rigidbodyComponent = GetComponentInChildren<Rigidbody>();
}
return rigidbodyComponent;
}
}
public void OnSpawn(Vector3 recoil, float recoilCount)
{
rigidbodyComponent.velocity = recoil.normalized * recoilCount;
rigidbodyComponent.rotation = Quaternion.LookRotation(recoil.normalized);
}
public void Update()
{
}
}

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@ -0,0 +1,224 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DarkTonic.MasterAudio;
using UnityEngine;
public class Bow : MonoBehaviour
{
public Transform bowString;
public Transform bulletPoint;
public Arrow nowArrow;
[SoundGroup] public string arrowShoot;
[Header("箭矢类型管理")]
private float specialArrowTimeRemaining = 0f;
[Header("箭矢预制体")]
public GameObject normalArrowPrefab;
[Header("弓弦力度参数")]
public float minForce = 20f;//最小力度
public float maxForce = 45f;//最大力度
public float forceMultiplier = 1.2f;//力度倍增系数
public float maxPullDistance = 0.5f;//弓弦可拉最大距离
public float forceCurveExponent = 1.5f;//力度曲线指数
public float currentDrawStrength = 0f;//当前力度0-1
[Header("弓弦视觉反馈")]
public LineRenderer bowStringRenderer;//弓弦的LineRenderer
public Transform stringTopPoint;//弓弦顶端点
public Transform stringBottomPoint;//弓弦末端点
public Transform stringMiddlePoint;//弓弦中间点(手拉动弓弦的位置)
private Vector3 middlePointPos;//初始弓弦初始点
public virtual void Start()
{
//初始化弓弦位置
if (bowStringRenderer != null && stringTopPoint != null && stringBottomPoint != null)
{
//设置LineRenderer位置
bowStringRenderer.positionCount = 3;
bowStringRenderer.SetPosition(0, stringTopPoint.position);
bowStringRenderer.SetPosition(1, stringMiddlePoint.position);
bowStringRenderer.SetPosition(2, stringBottomPoint.position);
//保存中间点初始位置
middlePointPos = stringMiddlePoint.localPosition;
}
}
public void Update()
{
UpdateArrowStatus();
UpdateBowStringVisual();
}
//更新弓弦视觉效果
private void UpdateBowStringVisual()
{
if (bowStringRenderer != null && stringTopPoint != null && stringBottomPoint != null && stringMiddlePoint != null)
{
//更新LineRenderer
bowStringRenderer.SetPosition(0, stringTopPoint.position);
bowStringRenderer.SetPosition(1, stringMiddlePoint.position);
bowStringRenderer.SetPosition(2, stringBottomPoint.position);
}
}
//更新箭矢状态
public virtual void UpdateArrowStatus()
{
if (nowArrow != null)
{
// 箭尾固定点(通常是弓上挂箭点)
Transform tailPoint = bulletPoint; // 保证箭尾贴在弓上
// 箭头方向:从箭尾指向左手
Vector3 direction = (transform.position - tailPoint.position).normalized;
// 更新箭的位置与旋转
nowArrow.transform.position = tailPoint.position;
nowArrow.transform.rotation = Quaternion.LookRotation(direction, transform.up);
}
}
Vector3 ProjectPointOnPlane(Vector3 point, Vector3 planeOrigin, Vector3 planeNormal)
{
// 单位化法向量
planeNormal.Normalize();
// 计算点到平面上任意一点的向量
Vector3 vectorToPlane = point - planeOrigin;
// 计算投影距离
float distance = Vector3.Dot(vectorToPlane, planeNormal);
// 得到垂足(即点在平面上的投影)
Vector3 projection = point - distance * planeNormal;
return projection;
}
/// <summary>
/// 拉弓弦(由左手位置驱动)
/// </summary>
public void Pull(Transform point)
{
Vector3 planeOrigin = bowString.position;
Vector3 planeNormal = bowString.right;
// 投影手的拉动位置到弓弦平面
Vector3 projectedPoint = ProjectPointOnPlane(point.position, planeOrigin, planeNormal);
// 转换到弓的局部坐标系
Vector3 localPos = transform.InverseTransformPoint(projectedPoint);
// 限制拉弓距离,防止超过最大拉伸范围
float pullDistance = Mathf.Clamp(localPos.z, -maxPullDistance, 0);
// 更新弓弦视觉
if (stringMiddlePoint != null)
{
Vector3 midPos = middlePointPos;
midPos.z = pullDistance;
stringMiddlePoint.localPosition = midPos;
}
// 更新箭尾点位置
if (bulletPoint != null)
{
bulletPoint.localPosition = new Vector3(0, 0, pullDistance);
}
// 力度计算
currentDrawStrength = Mathf.Clamp01(Mathf.Abs(pullDistance) / maxPullDistance);
// -------------------------
// ✅ 新增保护逻辑:超过最大拉距时自动复位
// -------------------------
// if (Mathf.Approximately(pullDistance, -maxPullDistance))
// {
// Reset();
// }
}
/// <summary>
/// 弓弦复位
/// </summary>
public void Reset()
{
// // 拉弓点归零
// if (bulletPoint != null)
// bulletPoint.localPosition = Vector3.zero;
// 弓弦归位
if (stringMiddlePoint != null)
stringMiddlePoint.localPosition = middlePointPos;
// 当前力度清零
currentDrawStrength = 0f;
}
/// <summary>
/// 创建箭矢
/// </summary>
public void CreateArrowInHand()
{
//如果已有箭矢,先销毁
if (nowArrow != null)
{
Destroy(nowArrow.gameObject);
}
//根据当前箭矢类型选择预制体
GameObject arrowPrefab = normalArrowPrefab;
GameObject arrowObj = Instantiate(arrowPrefab, bulletPoint);
nowArrow = arrowObj.GetComponent<Arrow>();
//初始禁用物理,知道射出
if (nowArrow.TryGetComponent<Rigidbody>(out var rb))
{
rb.isKinematic = true;
}
}
/// <summary>
/// 射出箭矢
/// </summary>
public void ShootArrow()
{
if (nowArrow != null)
{
MasterAudio.PlaySound(arrowShoot);
// 根据拉弓力度计算实际力度(应用非线性曲线)
float curvedStrength = Mathf.Pow(currentDrawStrength, 1.8f);
float actualForce = Mathf.Lerp(minForce, maxForce, curvedStrength) * forceMultiplier;
//发射手上已有的箭矢
nowArrow.transform.SetParent(null);
//应用物理效果
if (nowArrow.TryGetComponent<Rigidbody>(out var rb))
{
rb.isKinematic = false;//确保物理启用
rb.velocity = Vector3.zero;//重置速度
rb.angularVelocity= Vector3.zero;//重置角速度
//设置初始速度
rb.AddForce(bulletPoint.forward * actualForce, ForceMode.VelocityChange);
}
//调用箭矢初始化(传递力度值)
nowArrow.OnSpawn(bulletPoint.forward, actualForce);
//清楚引用
nowArrow = null;
Reset();
}
}
}

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@ -0,0 +1,108 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DragonLi.Core;
using UnityEngine;
public class PullHand : MonoBehaviour
{
public Collider selfCollider;
public Bow bow;
private bool _inArrowArea = false;
private bool _isPulling = false;
public bool isUser;
public void Start()
{
MRInput.Ins.RegisterClickRrightTrigger(() =>
{
if(!isUser) return;
// 钩弦
if (!_isPulling && _inArrowArea)
{
// Debug.Log("钩弦");
selfCollider.enabled = false;
_isPulling = true;
// 生成箭矢
bow.CreateArrowInHand();
}
});
MRInput.Ins.RegisterCancelRightTrigger(() =>
{
if(!isUser) return;
// 松弦
if (_isPulling && bow != null)
{
// Debug.Log("松弦");
_isPulling = false;
_inArrowArea = false;
// 射出箭矢
bow.ShootArrow();
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
selfCollider.enabled = true;
}, 0.5f);
}
});
MRInput.Ins.RegisterHoldPressRightTrigger(() =>
{
if(!isUser) return;
// 拉弓
if (_isPulling && bow != null)
{
// Debug.Log("拉弓");
bow.Pull(transform);
// _nowArrow.Move(transform);
}
});
isUser = true;
}
private void Update()
{
if(!isUser) return;
if (Input.GetMouseButtonDown(0))
{
bow.CreateArrowInHand();
bow.Pull(transform);
bow.ShootArrow();
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
selfCollider.enabled = true;
}, 0.5f);
}
if (Input.GetMouseButtonUp(0))
{
// Debug.Log("松弦");
_isPulling = false;
_inArrowArea = false;
// 射出箭矢
bow.ShootArrow();
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
{
selfCollider.enabled = true;
}, 0.5f);
}
}
void OnTriggerEnter(Collider other)
{
Debug.Log("进入弓弦区域");
_inArrowArea = true;
bow = other.gameObject.GetComponent<Bow>();
}
void OnTriggerExit(Collider other)
{
Debug.Log("离开弓弦区域");
_inArrowArea = false;
bow = null;
}
public void IsUserBow(bool curIsUser)
{
isUser = curIsUser;
}
}

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@ -41,6 +41,8 @@ public class Player : MonoBehaviour
public HandState handState = HandState.Empty;
public PullHand pullHand;
public Bow bow;
#if UNITY_EDITOR
[DisplayOnly]
#endif
@ -51,6 +53,8 @@ public class Player : MonoBehaviour
GameLocal.Ins.self = this;
CreateHands();
pullHand.enabled = false;
bow.gameObject.SetActive(false);
}
public void Update()
@ -112,6 +116,18 @@ public class Player : MonoBehaviour
GameManager.Ins.GameStart();
}
}
public void UserBow()
{
bow.gameObject.SetActive(true);
pullHand.enabled = true;
}
public void CloseBow()
{
bow.gameObject.SetActive(false);
pullHand.enabled = false;
}
}

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Shader "Hovl/Particles/Add_CenterGlow"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Noise("Noise", 2D) = "white" {}
_Flow("Flow", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
_Emission("Emission", Float) = 2
_Color("Color", Color) = (0.5,0.5,0.5,1)
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
[MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float ) = 0
_Depthpower ("Depth power", Float ) = 1
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
Category
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One[_Blend2]
ColorMask RGB
Cull[_CullMode]
Lighting Off
ZWrite Off
ZTest LEqual
Pass {
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if UNITY_VERSION >= 560
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
#else
uniform sampler2D_float _CameraDepthTexture;
#endif
//Don't delete this comment
// uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _Usecenterglow;
uniform float4 _SpeedMainTexUVNoiseZW;
uniform sampler2D _Flow;
uniform float4 _DistortionSpeedXYPowerZ;
uniform float4 _Flow_ST;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
uniform sampler2D _Noise;
uniform float4 _Noise_ST;
uniform float4 _Color;
uniform float _Emission;
uniform fixed _Usedepth;
uniform fixed _Usecustomrandom;
uniform float _Depthpower;
v2f vert ( appdata_t v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
v.vertex.xyz += float3( 0, 0, 0 ) ;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
float lp = 1;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate ((sceneZ-partZ) / _Depthpower);
lp *= lerp(1, fade, _Usedepth);
i.color.a *= lp;
#endif
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
float4 uv0_Flow = i.texcoord;
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
float ur = lerp(0, i.texcoord.w, _Usecustomrandom);
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur ));
float4 tex2DNode14 = tex2D( _Noise, panner108 );
float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
return col;
}
ENDCG
}
}
}
}
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Shader "Hovl/Particles/Blend_CenterGlow"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Noise("Noise", 2D) = "white" {}
_Flow("Flow", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
_Emission("Emission", Float) = 2
_Color("Color", Color) = (0.5,0.5,0.5,1)
_Opacity("Opacity", Range( 0 , 3)) = 1
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
_Depthpower ("Depth power", Float ) = 1
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
Category
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull[_CullMode]
Lighting Off
ZWrite Off
ZTest LEqual
Pass {
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if UNITY_VERSION >= 560
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
#else
uniform sampler2D_float _CameraDepthTexture;
#endif
//Don't delete this comment
// uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _Usecenterglow;
uniform float4 _SpeedMainTexUVNoiseZW;
uniform sampler2D _Flow;
uniform float4 _DistortionSpeedXYPowerZ;
uniform float4 _Flow_ST;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
uniform sampler2D _Noise;
uniform float4 _Noise_ST;
uniform float4 _Color;
uniform float _Emission;
uniform float _Opacity;
uniform fixed _Usedepth;
uniform float _Depthpower;
v2f vert ( appdata_t v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
v.vertex.xyz += float3( 0, 0, 0 ) ;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
float lp = 1;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate ((sceneZ-partZ) / _Depthpower);
lp *= lerp(1, fade, _Usedepth);
i.color.a *= lp;
#endif
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
float3 uv0_Flow = i.texcoord.xyz;
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
float4 tex2DNode14 = tex2D( _Noise, panner108 );
float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
float4 clampResult38 = tex2DNode33 - temp_cast_0;
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
fixed4 col = appendResult87;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}
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Shader "Hovl/Particles/Distortion"
{
Properties
{
_NormalMap("Normal Map", 2D) = "bump" {}
_Distortionpower("Distortion power", Float) = 0.05
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off}
GrabPass{ }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
uniform sampler2D_float _CameraDepthTexture;
uniform float _InvFade;
uniform sampler2D _GrabTexture;
uniform sampler2D _NormalMap;
uniform float4 _NormalMap_ST;
uniform float _Distortionpower;
uniform float4 _GrabTexture_TexelSize;
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD3;
#endif
};
v2f vert ( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
#if UNITY_UV_STARTS_AT_TOP
half scale = -1.0;
#else
half scale = 1.0;
#endif
o.texcoord.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.texcoord.zw = o.vertex.w;
#if UNITY_SINGLE_PASS_STEREO
o.texcoord.xy = TransformStereoScreenSpaceTex(o.texcoord.xy, o.texcoord.w);
#endif
o.texcoord.z /= distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex));
o.texcoord2 = TRANSFORM_TEX( v.texcoord, _NormalMap );
return o;
}
fixed4 frag ( v2f i ) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half3 tex2DNode14 = UnpackNormal(tex2D( _NormalMap, i.texcoord2));
half2 screenColor29 = tex2DNode14.rg;
half clampResult89 = (abs(tex2DNode14.r) + abs(tex2DNode14.g) * 30) - 0.03;
screenColor29 = screenColor29 * _GrabTexture_TexelSize.xy * _Distortionpower * i.color.a;
i.texcoord.xy = screenColor29 * i.texcoord.z + i.texcoord.xy;
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.texcoord));
col.a = saturate(col.a * clampResult89);
return col;
}
ENDCG
}
}
}
}
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