5 Commits

Author SHA1 Message Date
joonasp
09e7e26cbb gemportal branch merge 2022-04-08 22:18:18 +03:00
joonasp
037432c393 playerinfo script and duplicate scene for testing 2022-04-08 22:16:25 +03:00
joonasp
9eaa6517c3 Merge branch 'staging' of https://cgvrgit.ulno.net/helar/Heroes_of_Hiis into joonasp_Milestone2 2022-04-08 21:14:07 +03:00
joonasp
c13d671975 Inventory and minigame tweaks 2022-04-04 18:57:40 +03:00
joonasp
e671f77c77 item stack pop item, minigame additem method 2022-04-03 09:40:36 +03:00
85 changed files with 11683 additions and 69749 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.Interaction.Toolkit;
using TMPro; // Add the TextMesh Pro namespace to access the various functions.
using System.Linq;
using UnityEngine.InputSystem;
using System;
public class HandAnim : MonoBehaviour
{
public Animator m_animator = null;
[Header("Input")]
[SerializeField] public InputActionProperty GripAction;
[SerializeField] public InputActionProperty TriggerAction;
[SerializeField] public InputActionProperty IndexAction;
[SerializeField] public InputActionProperty ThumbAction;
public const string ANIM_LAYER_NAME_POINT = "Point Layer";
public const string ANIM_LAYER_NAME_THUMB = "Thumb Layer";
public const string ANIM_PARAM_NAME_FLEX = "Flex";
public const string ANIM_PARAM_NAME_POSE = "Pose";
private int m_animLayerIndexThumb = -1;
private int m_animLayerIndexPoint = -1;
private int m_animParamIndexFlex = -1;
private int m_animParamIndexPose = -1;
private Collider[] m_colliders = null;
public float anim_frames = 4f;
private float grip_state = 0f;
private float trigger_state = 0f;
private float triggerCap_state = 0f;
private float thumbCap_state = 0f;
private void Reset()
{
m_animator = GetComponentInChildren<Animator>();
}
private void Awake()
{
GripAction.action.performed += GripActionPerformed;
TriggerAction.action.performed += TriggerActionPerformed;
IndexAction.action.performed += IndexActionPerformed;
ThumbAction.action.performed += ThumbActionPerformed;
GripAction.action.Enable();
TriggerAction.action.Enable();
IndexAction.action.Enable();
ThumbAction.action.Enable();
}
void Start()
{
m_colliders = this.GetComponentsInChildren<Collider>().Where(childCollider => !childCollider.isTrigger).ToArray();
for (int i = 0; i < m_colliders.Length; ++i)
{
Collider collider = m_colliders[i];
// collider.transform.localScale = new Vector3(COLLIDER_SCALE_MIN, COLLIDER_SCALE_MIN, COLLIDER_SCALE_MIN);
collider.enabled = true;
}
m_animLayerIndexPoint = m_animator.GetLayerIndex(ANIM_LAYER_NAME_POINT);
m_animLayerIndexThumb = m_animator.GetLayerIndex(ANIM_LAYER_NAME_THUMB);
m_animParamIndexFlex = Animator.StringToHash(ANIM_PARAM_NAME_FLEX);
m_animParamIndexPose = Animator.StringToHash(ANIM_PARAM_NAME_POSE);
}
private void ThumbActionPerformed(InputAction.CallbackContext obj)
{
CalculateState(obj.ReadValue<float>(), ref thumbCap_state);
m_animator.SetLayerWeight(m_animLayerIndexThumb, 1f - thumbCap_state);
}
private void IndexActionPerformed(InputAction.CallbackContext obj)
{
CalculateState(obj.ReadValue<float>(), ref triggerCap_state);
m_animator.SetLayerWeight(m_animLayerIndexPoint, 1f - triggerCap_state);
}
private void TriggerActionPerformed(InputAction.CallbackContext obj)
{
CalculateState(obj.ReadValue<float>(), ref trigger_state);
m_animator.SetFloat("Pinch", trigger_state);
}
private void GripActionPerformed(InputAction.CallbackContext obj)
{
Debug.Log("grip");
CalculateState(obj.ReadValue<float>(), ref grip_state);
m_animator.SetFloat(m_animParamIndexFlex, grip_state);
}
private void CalculateState(float value, ref float state)
{
var delta = value - state;
if (delta > 0f)
{
state = Mathf.Clamp(state + 1 / anim_frames, 0f, value);
}
else if (delta < 0f)
{
state = Mathf.Clamp(state - 1 / anim_frames, value, 1f);
}
else
{
state = value;
}
}
}

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@@ -92,7 +92,7 @@ public class InventoryItem : MonoBehaviour
if (Count == 0)
{
//Destroys this gameobject if the count is 0 or lower
Destroy(this);
Destroy(gameObject);
return true;
}
UpdateText();
@@ -101,6 +101,30 @@ public class InventoryItem : MonoBehaviour
return true;
}
public void PopItem()
{
GameObject item = Instantiate(_itemData.prefab, transform.position + transform.forward, Quaternion.identity);
item.transform.localScale = Vector3.one;
item.transform.name = _itemData.name;
var colliderComponent = item.GetComponent<Collider>();
if (colliderComponent != null) colliderComponent.enabled = true;
var rigidbodyComponent = item.GetComponent<Rigidbody>();
if (rigidbodyComponent != null)
{
rigidbodyComponent.isKinematic = false;
rigidbodyComponent.useGravity = true;
}
var xrGrabInteractableComponent = item.GetComponent<XRGrabInteractable>();
if (xrGrabInteractableComponent != null) xrGrabInteractableComponent.enabled = true;
ChangeCount(-1);
}
public int GetItemid()
{
return _itemId;

View File

@@ -10,6 +10,7 @@ public class ItemData : MonoBehaviour
public bool canStack;
public string itemName;
public string itemDescription;
public GameObject prefab;
public override string ToString()
{

View File

@@ -12,8 +12,6 @@ public class ActionGestureInteraction : MonoBehaviour
private GameObject player;
public float projectileSpeed = 30;
private bool holdingWand;
void Start()
{
player = gameObject;
@@ -21,63 +19,8 @@ public class ActionGestureInteraction : MonoBehaviour
public void PerformAction(string action)
{
Debug.LogWarning(action);
if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
{
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand().name);
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Equals("wand")) holdingWand = true;
}
else holdingWand = false;
switch (action)
{
case "HorizontalLine":
if (holdingWand)
{
Debug.LogWarning("CAST BOLT");
ShootProjectile();
InstantiateIceBolt(objects[0]);
}
else
{
Debug.LogWarning("WOODCUTTING ACTION");
}
return;
case "VerticalLine":
if (holdingWand)
{
Debug.LogWarning("WAND VERTICAL");
}
else
{
Debug.LogWarning("VERTICAL");
}
return;
case "Circle":
if (holdingWand)
{
Debug.LogWarning("Arcing fireball");
}
else
{
Debug.LogWarning("CIRCLE");
}
return;
case "Triangle":
if (holdingWand)
{
Debug.LogWarning("WAND TRIANGLE");
}
else
{
Debug.LogWarning("WOODCUTTING ACTION");
}
return;
}
/*if (action == "Portal")
Debug.Log(action);
if (action == "Portal")
{
// Raycast to find portal were looking at.
var nearestPortal = FindPortalInFront();
@@ -98,9 +41,9 @@ public class ActionGestureInteraction : MonoBehaviour
// Make ice wall appear from below to block incoming projectiles
}
}
} */
}
void MinigameEnable(GameObject portal)
}
void EnableDisablePortal(GameObject portal)
{
// Did the raycast catch a portal in front of us?
if (portal != null)
@@ -127,7 +70,7 @@ public class ActionGestureInteraction : MonoBehaviour
}
}
GameObject FindMinigame()
GameObject FindPortalInFront()
{
Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
@@ -161,7 +104,6 @@ public class ActionGestureInteraction : MonoBehaviour
void InstantiateIceBolt(GameObject item)
{
Debug.LogWarning("INSTANTIATE BOLT");
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
projectileObj.GetComponent<Rigidbody>().velocity = (destination - rightHandTransform.position).normalized * projectileSpeed;
}

View File

@@ -20,12 +20,6 @@ public class PortalTeleporter : MonoBehaviour
private GameObject vfx_gameobject;
private void Start()
{
if (linkedPortal == null)
{
DisablePortal();
}
else
{
linkedPortalTransform = linkedPortal.transform;
_portalCanBeUsed = true;
@@ -40,7 +34,7 @@ public class PortalTeleporter : MonoBehaviour
{
vfx_gameobject.SetActive(false);
}
}
}
void OnTriggerEnter(Collider other)
@@ -49,7 +43,7 @@ public class PortalTeleporter : MonoBehaviour
Debug.Log(_enabled);
if (_portalCanBeUsed && !_justUsed && _enabled)
{
if (other.name.StartsWith("Holster") || other.tag.Contains("Holster"))
if (other.name.StartsWith("Holster"))
{
Debug.Log("holster");
}

View File

@@ -8,13 +8,11 @@ public class EssenceNodeController : MonoBehaviour
[SerializeField]
private AudioSource chime;
private Inventory playerInventory;
public bool isTouched;
private bool followPlayer = false;
private Transform playerCamera;
[SerializeField]
private PlayerInfo playerInfo;
private Transform player;
private float timer;
private Material nodeMaterial;
@@ -24,7 +22,7 @@ public class EssenceNodeController : MonoBehaviour
private void Awake()
{
nodeMaterial = GetComponent<Renderer>().material;
playerInfo = PlayerInfo.Instance;
playerInventory = GameObject.Find("Inventory").GetComponent<Inventory>();
}
public void Touched()
@@ -41,7 +39,7 @@ public class EssenceNodeController : MonoBehaviour
public void FollowPlayer()
{
followPlayer = true;
playerCamera = GameObject.FindGameObjectWithTag("MainCamera").transform;
player = GameObject.FindGameObjectWithTag("MainCamera").transform;
StartCoroutine(Collect());
}
@@ -60,8 +58,9 @@ public class EssenceNodeController : MonoBehaviour
IEnumerator Collect()
{
playerInfo.AddEssenceBasic(1);
yield return new WaitForSeconds(2f);
//TODO: Update value in player inventory
playerInventory.AddItem(GetComponent<ItemData>());
Destroy(gameObject);
}
@@ -80,7 +79,7 @@ public class EssenceNodeController : MonoBehaviour
if (followPlayer)
{
transform.position = Vector3.Lerp(transform.position, new Vector3(playerCamera.position.x, playerCamera.position.y - 0.5f, playerCamera.position.z), Time.deltaTime);
transform.position = Vector3.Lerp(transform.position, new Vector3(player.position.x,player.position.y - 0.5f, player.position.z), Time.deltaTime);
}
}

View File

@@ -4,22 +4,15 @@ using UnityEngine;
public class PlayerInfo : MonoBehaviour
{
public static PlayerInfo Instance;
private int health;
private int essence_basic;
private GameObject rightHandHeld;
private GameObject leftHandHeld;
//Add elemental essences?
private void Awake()
{
Instance = this;
health = 5;
essence_basic = 0;
rightHandHeld = null;
leftHandHeld = null;
}
public void AddHealth(int value)
@@ -27,7 +20,7 @@ public class PlayerInfo : MonoBehaviour
health += value;
if (health <= 0)
{
Debug.Log("NO HEALTH REAMINING");
Debug.Log("NO HEALTH REMAINING");
}
}
@@ -35,39 +28,8 @@ public class PlayerInfo : MonoBehaviour
{
if (essence_basic + value < 0)
{
Debug.Log("NOT ENOUGH ESSENCE");
Debug.LogError("NOT ENOUGH ESSENCE");
}
else essence_basic += value;
}
public void AddLeftHand(GameObject obj)
{
leftHandHeld = obj;
}
public void AddRightHand(GameObject obj)
{
rightHandHeld = obj;
}
public void RemoveLeftHand()
{
leftHandHeld = null;
}
public void RemoveRightHand()
{
rightHandHeld = null;
}
public GameObject GetLeftHand()
{
return leftHandHeld;
}
public GameObject GetRightHand()
{
return rightHandHeld;
}
}

View File

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@@ -40,17 +40,29 @@ Material:
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- _ColorBlend:
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<<<<<<< HEAD
m_Texture: {fileID: 6814411336743759160, guid: 726ce83d589353742be6b48ff467fc48,
=======
m_Texture: {fileID: -3679002471302179906, guid: 726ce83d589353742be6b48ff467fc48,
>>>>>>> 8727b6d949dadf3fd01832a579bea529596737db
type: 2}
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<<<<<<< HEAD
m_Texture: {fileID: 9222750968982691349, guid: 726ce83d589353742be6b48ff467fc48,
=======
m_Texture: {fileID: 5517573790230051661, guid: 726ce83d589353742be6b48ff467fc48,
>>>>>>> 8727b6d949dadf3fd01832a579bea529596737db
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m_Texture: {fileID: 3896593589085943192, guid: 726ce83d589353742be6b48ff467fc48,
=======
m_Texture: {fileID: -2372503177267332067, guid: 726ce83d589353742be6b48ff467fc48,
>>>>>>> 8727b6d949dadf3fd01832a579bea529596737db
type: 2}
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@@ -40,17 +40,29 @@ Material:
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m_Texture: {fileID: 7347968026426540258, guid: 7f589c682d367b442b8cf75918f5aa55,
=======
m_Texture: {fileID: -7655403243227739187, guid: 7f589c682d367b442b8cf75918f5aa55,
>>>>>>> 8727b6d949dadf3fd01832a579bea529596737db
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m_Texture: {fileID: -1762372347208809787, guid: 7f589c682d367b442b8cf75918f5aa55,
=======
m_Texture: {fileID: 5273791656863379916, guid: 7f589c682d367b442b8cf75918f5aa55,
>>>>>>> 8727b6d949dadf3fd01832a579bea529596737db
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m_Texture: {fileID: -1736210976181236159, guid: 7f589c682d367b442b8cf75918f5aa55,
=======
m_Texture: {fileID: 2126150020230490587, guid: 7f589c682d367b442b8cf75918f5aa55,
>>>>>>> 8727b6d949dadf3fd01832a579bea529596737db
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@@ -1,799 +0,0 @@
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "panel"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[ASEBegin]_scale("scale", Float) = 1.2
_TextureSample0("Texture Sample 0", 2D) = "white" {}
_Texture0("Texture 0", 2D) = "white" {}
[HDR]_Color0("Color 0", Color) = (1,1,1,0)
_TextureSample2("Texture Sample 2", 2D) = "white" {}
_intpower("int power", Float) = 1
_TextureSample3("Texture Sample 3", 2D) = "white" {}
_ringopa("ring opa", Range( 0 , 1)) = 1
[ASEEnd]_depthdistance("depth distance", Float) = 2
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
Cull Off
AlphaToMask Off
HLSLINCLUDE
#pragma target 2.0
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 80200
#define REQUIRE_DEPTH_TEXTURE 1
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if ASE_SRP_VERSION <= 70108
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#endif
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef ASE_FOG
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Texture0_ST;
float4 _TextureSample2_ST;
float4 _Color0;
float _scale;
float _intpower;
float _ringopa;
float _depthdistance;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _TextureSample0;
SAMPLER(sampler_TextureSample0);
sampler2D _Texture0;
sampler2D _TextureSample2;
SAMPLER(sampler_TextureSample2);
sampler2D _TextureSample3;
SAMPLER(sampler_TextureSample3);
uniform float4 _CameraDepthTexture_TexelSize;
VertexOutput VertexFunction ( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
#ifdef ASE_FOG
o.fogFactor = ComputeFogFactor( positionCS.z );
#endif
o.clipPos = positionCS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 temp_cast_0 = (_scale).xx;
float2 temp_cast_1 = (( ( _scale - 1.0 ) * -0.5 )).xx;
float2 texCoord7 = IN.ase_texcoord3.xy * temp_cast_0 + temp_cast_1;
float4 tex2DNode5 = tex2D( _TextureSample0, texCoord7 );
float clampResult19 = clamp( ( 1.0 - tex2DNode5.r ) , 0.0 , 1.0 );
float2 uv_Texture0 = IN.ase_texcoord3.xy * _Texture0_ST.xy + _Texture0_ST.zw;
float4 tex2DNode13 = tex2D( _Texture0, uv_Texture0 );
float2 uv_TextureSample2 = IN.ase_texcoord3.xy * _TextureSample2_ST.xy + _TextureSample2_ST.zw;
float4 tex2DNode20 = tex2D( _TextureSample2, uv_TextureSample2 );
float clampResult34 = clamp( (-0.5 + (tex2DNode20.r - 0.0) * (1.0 - -0.5) / (1.0 - 0.0)) , 0.0 , 1.0 );
float clampResult31 = clamp( abs( pow( clampResult34 , _intpower ) ) , 0.0 , 1.0 );
float mulTime27 = _TimeParameters.x * 1.5;
float2 texCoord36 = IN.ase_texcoord3.xy * float2( 2,1 ) + float2( -0.5,0 );
float2 CenteredUV15_g1 = ( texCoord36 - float2( 0.5,0.5 ) );
float2 break17_g1 = CenteredUV15_g1;
float2 appendResult23_g1 = (float2(( length( CenteredUV15_g1 ) * 1.0 * 2.0 ) , ( atan2( break17_g1.x , break17_g1.y ) * ( 1.0 / TWO_PI ) * 1.0 )));
float4 appendResult39 = (float4(0.0 , appendResult23_g1.x , 0.0 , 0.0));
float2 panner42 = ( 1.0 * _Time.y * float2( 0,-0.25 ) + appendResult39.xy);
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth49 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth49 = abs( ( screenDepth49 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _depthdistance ) );
float clampResult55 = clamp( ( 1.0 - distanceDepth49 ) , 0.0 , 1.0 );
float clampResult52 = clamp( ( ( ( clampResult19 * tex2DNode13.r ) + ( tex2DNode5.r * clampResult31 * (0.05 + (sin( mulTime27 ) - -1.0) * (0.25 - 0.05) / (1.0 - -1.0)) ) + ( tex2D( _TextureSample3, panner42 ).r * step( tex2DNode20.r , 0.1 ) * _ringopa ) ) + pow( clampResult55 , 0.9 ) ) , 0.0 , 1.0 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( clampResult52 * ( tex2DNode13 * _Color0 ) ).rgb;
float Alpha = clampResult52;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 80200
#define REQUIRE_DEPTH_TEXTURE 1
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Texture0_ST;
float4 _TextureSample2_ST;
float4 _Color0;
float _scale;
float _intpower;
float _ringopa;
float _depthdistance;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _TextureSample0;
SAMPLER(sampler_TextureSample0);
sampler2D _Texture0;
sampler2D _TextureSample2;
SAMPLER(sampler_TextureSample2);
sampler2D _TextureSample3;
SAMPLER(sampler_TextureSample3);
uniform float4 _CameraDepthTexture_TexelSize;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
o.clipPos = TransformWorldToHClip( positionWS );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 temp_cast_0 = (_scale).xx;
float2 temp_cast_1 = (( ( _scale - 1.0 ) * -0.5 )).xx;
float2 texCoord7 = IN.ase_texcoord2.xy * temp_cast_0 + temp_cast_1;
float4 tex2DNode5 = tex2D( _TextureSample0, texCoord7 );
float clampResult19 = clamp( ( 1.0 - tex2DNode5.r ) , 0.0 , 1.0 );
float2 uv_Texture0 = IN.ase_texcoord2.xy * _Texture0_ST.xy + _Texture0_ST.zw;
float4 tex2DNode13 = tex2D( _Texture0, uv_Texture0 );
float2 uv_TextureSample2 = IN.ase_texcoord2.xy * _TextureSample2_ST.xy + _TextureSample2_ST.zw;
float4 tex2DNode20 = tex2D( _TextureSample2, uv_TextureSample2 );
float clampResult34 = clamp( (-0.5 + (tex2DNode20.r - 0.0) * (1.0 - -0.5) / (1.0 - 0.0)) , 0.0 , 1.0 );
float clampResult31 = clamp( abs( pow( clampResult34 , _intpower ) ) , 0.0 , 1.0 );
float mulTime27 = _TimeParameters.x * 1.5;
float2 texCoord36 = IN.ase_texcoord2.xy * float2( 2,1 ) + float2( -0.5,0 );
float2 CenteredUV15_g1 = ( texCoord36 - float2( 0.5,0.5 ) );
float2 break17_g1 = CenteredUV15_g1;
float2 appendResult23_g1 = (float2(( length( CenteredUV15_g1 ) * 1.0 * 2.0 ) , ( atan2( break17_g1.x , break17_g1.y ) * ( 1.0 / TWO_PI ) * 1.0 )));
float4 appendResult39 = (float4(0.0 , appendResult23_g1.x , 0.0 , 0.0));
float2 panner42 = ( 1.0 * _Time.y * float2( 0,-0.25 ) + appendResult39.xy);
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth49 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth49 = abs( ( screenDepth49 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _depthdistance ) );
float clampResult55 = clamp( ( 1.0 - distanceDepth49 ) , 0.0 , 1.0 );
float clampResult52 = clamp( ( ( ( clampResult19 * tex2DNode13.r ) + ( tex2DNode5.r * clampResult31 * (0.05 + (sin( mulTime27 ) - -1.0) * (0.25 - 0.05) / (1.0 - -1.0)) ) + ( tex2D( _TextureSample3, panner42 ).r * step( tex2DNode20.r , 0.1 ) * _ringopa ) ) + pow( clampResult55 , 0.9 ) ) , 0.0 , 1.0 );
float Alpha = clampResult52;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
Version=18500
375;518;1191;471;962.9339;-614.6714;1;True;False
Node;AmplifyShaderEditor.TextureCoordinatesNode;29;-1336.682,470.5614;Inherit;False;0;20;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;8;-1091.5,88.5;Inherit;False;Property;_scale;scale;0;0;Create;True;0;0;False;0;False;1.2;-1.06;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;10;-1066.5,207.5;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
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