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27
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26
Assets/Materials/Bullet/BulletNormal_Mat.mat
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Assets/Materials/Bullet/BulletNormal_Mat.mat
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27
Assets/Materials/Bullet/BulletShadow_Mat.mat
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Assets/Materials/Bullet/BulletShadow_Mat.mat
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29
Assets/Materials/Bullet/BulletWavePlane_Mat.mat
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Assets/Materials/Bullet/BulletWavePlane_Mat.mat.meta
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290
Assets/Materials/Bullet/BulletWave_Graph.shadergraph
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28
Assets/Materials/Bullet/BulletWave_Mat.mat
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254
Assets/Materials/Bullet/BulletZigZag_Graph.shadergraph
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Assets/Materials/Bullet/BulletZigZag_Graph.shadergraph
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Assets/Materials/Bullet/BulletZigZag_Graph.shadergraph.meta
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Assets/Materials/Bullet/BulletZigZag_Mat.mat
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28
Assets/Materials/Bullet/BulletZigzagPlane_Mat.mat
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Assets/Materials/Bullet/Bullet_Shader.shader
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{
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Properties
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{
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SubShader
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{
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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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
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#pragma fragment frag
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// make fog work
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float _BorderWidth;
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float4 _Color1;
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float4 _Color2;
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//zigzag
|
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float _FlickerSpeed;
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//waves
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float _Stripes;
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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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UNITY_TRANSFER_FOG(o,o.vertex);
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 centeredUV = i.uv - 0.5f;
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float radialMask = 1-smoothstep(0.495f, 0.505f, length(centeredUV));
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float colorModulation = step(_BorderWidth/2, length(centeredUV));
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//zigzag
|
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colorModulation = lerp(1-colorModulation, colorModulation, step(0, sin(_Time.y*_FlickerSpeed)));
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//waves
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if (_Stripes != 0) {
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float distanceField = abs((length(centeredUV*_Stripes)) - _Time.y) % 1;
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distanceField = min(0.9, distanceField);
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colorModulation = colorModulation + (1 - colorModulation)*distanceField;
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}
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/*colorModulation = smoothstep(0, 1 / _Stripes, colorModulation);
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colorModulation = min(0.9f, colorModulation);*/
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float4 col = lerp(_Color1, _Color2, colorModulation);
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col.a *= radialMask;
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//return colorModulation.xxxx;
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return col;
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}
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ENDCG
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}
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}
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}
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9
Assets/Materials/Bullet/Bullet_Shader.shader.meta
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64
Assets/Materials/Bullet/CircleShadow_Shader.shader
Normal file
64
Assets/Materials/Bullet/CircleShadow_Shader.shader
Normal file
|
@ -0,0 +1,64 @@
|
|||
Shader "Unlit/CircleShadow_Shader"
|
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{
|
||||
Properties
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{
|
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[HDR]
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_Color("Color", Color)=(0, 0, 0, 1)
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_Density("Density", Range(0, 1))=1
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_Rad("Radius", Float)=1
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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LOD 100
|
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|
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Pass
|
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{
|
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CGPROGRAM
|
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#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// make fog work
|
||||
#pragma multi_compile_fog
|
||||
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#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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|
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struct v2f
|
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{
|
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float2 uv : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
float4 vertex : SV_POSITION;
|
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};
|
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|
||||
float4 _Color;
|
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float _Density;
|
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float _Rad;
|
||||
|
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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);
|
||||
o.uv = v.uv;
|
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UNITY_TRANSFER_FOG(o,o.vertex);
|
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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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_Density /= 2;
|
||||
|
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float2 centeredUV = i.uv - 0.5f;
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float radialMask = 1-smoothstep(_Density, 1-_Density, 1/_Rad*length(centeredUV));
|
||||
|
||||
return fixed4(_Color.rgb, radialMask*_Color.a);
|
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}
|
||||
ENDCG
|
||||
}
|
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}
|
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}
|
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Assets/Materials/Bullet/CircleShadow_Shader.shader.meta
Normal file
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93
Assets/Materials/Bullet/New Material.mat
Normal file
93
Assets/Materials/Bullet/New Material.mat
Normal file
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Assets/Materials/Bullet/New Material.mat.meta
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26
Assets/Materials/Bullet/Test-Max-B.mat
Normal file
26
Assets/Materials/Bullet/Test-Max-B.mat
Normal file
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%YAML 1.1
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Normal file
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Normal file
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Normal file
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Assets/Materials/Bullet/Test-Max-R.mat
Normal file
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Assets/Materials/Bullet/Test-Max-R.mat
Normal file
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Assets/Materials/Bullet/Test-Max-R.mat.meta
Normal file
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Loading…
Add table
Add a link
Reference in a new issue