update enemy graphics
This commit is contained in:
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commit
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 0.5, y: 0.4, z: 0.6}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 0
|
m_RootOrder: 0
|
||||||
|
@ -43,7 +43,7 @@ MeshFilter:
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_GameObject: {fileID: 1738226812227614583}
|
m_GameObject: {fileID: 1738226812227614583}
|
||||||
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
|
m_Mesh: {fileID: -5495902117074765545, guid: 7421c25da3323da4aa7ac7582f03c58e, type: 3}
|
||||||
--- !u!23 &1738226812227614582
|
--- !u!23 &1738226812227614582
|
||||||
MeshRenderer:
|
MeshRenderer:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -63,7 +63,7 @@ MeshRenderer:
|
||||||
m_RenderingLayerMask: 1
|
m_RenderingLayerMask: 1
|
||||||
m_RendererPriority: 0
|
m_RendererPriority: 0
|
||||||
m_Materials:
|
m_Materials:
|
||||||
- {fileID: 2100000, guid: a3da566b980834f66bb68c9aca77ef1d, type: 2}
|
- {fileID: 2100000, guid: 40e42a955b3861b4288bb5f76845ff2c, type: 2}
|
||||||
m_StaticBatchInfo:
|
m_StaticBatchInfo:
|
||||||
firstSubMesh: 0
|
firstSubMesh: 0
|
||||||
subMeshCount: 0
|
subMeshCount: 0
|
||||||
|
@ -96,7 +96,7 @@ BoxCollider:
|
||||||
m_IsTrigger: 1
|
m_IsTrigger: 1
|
||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Size: {x: 1, y: 1, z: 1}
|
m_Size: {x: 2, y: 2, z: 2}
|
||||||
m_Center: {x: 0, y: 0, z: 0}
|
m_Center: {x: 0, y: 0, z: 0}
|
||||||
--- !u!114 &2766037370157449026
|
--- !u!114 &2766037370157449026
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
|
|
|
@ -7,19 +7,28 @@ public class DisableOnDeath : MonoBehaviour
|
||||||
{
|
{
|
||||||
private EntityHealth _health;
|
private EntityHealth _health;
|
||||||
private Renderer _renderer;
|
private Renderer _renderer;
|
||||||
private Color _color;
|
|
||||||
|
private Color _color1;
|
||||||
|
private Color _color2;
|
||||||
|
|
||||||
|
private const string COLOR_1 = "_Color1";
|
||||||
|
private const string COLOR_2 = "_Color2";
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_health = GetComponent<EntityHealth>();
|
_health = GetComponent<EntityHealth>();
|
||||||
_renderer = GetComponentInChildren<Renderer>();
|
_renderer = GetComponentInChildren<Renderer>();
|
||||||
_color = _renderer.material.color;
|
|
||||||
|
_color1 = _renderer.material.GetColor(COLOR_1);
|
||||||
|
_color2 = _renderer.material.GetColor(COLOR_2);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
_health.Die += Die;
|
_health.Die += Die;
|
||||||
_renderer.material.color = _color;
|
|
||||||
|
_renderer.material.SetColor(COLOR_1, _color1);
|
||||||
|
_renderer.material.SetColor(COLOR_2, _color2);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
|
@ -31,8 +40,27 @@ public class DisableOnDeath : MonoBehaviour
|
||||||
{
|
{
|
||||||
var oldName = gameObject.name;
|
var oldName = gameObject.name;
|
||||||
gameObject.name = "disabled";
|
gameObject.name = "disabled";
|
||||||
_renderer.material.DOColor(Color.white, 0.1f);
|
|
||||||
_renderer.material.DOFade(0, 0.1f).SetDelay(0.2f);
|
float x = 0;
|
||||||
|
DOTween.To(
|
||||||
|
() => x,
|
||||||
|
t =>
|
||||||
|
{
|
||||||
|
var c1 = Color.Lerp(_color1, Color.white, t);
|
||||||
|
var c2 = Color.Lerp(_color2, Color.white, t);
|
||||||
|
|
||||||
|
_renderer.material.SetColor(COLOR_1, c1);
|
||||||
|
_renderer.material.SetColor(COLOR_2, c2);
|
||||||
|
_renderer.material.SetFloat("_Alpha", 1.0f-t);
|
||||||
|
},
|
||||||
|
1.0f,
|
||||||
|
0.1f);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// _renderer.material.DOColor(Color.white, COLOR_1, 0.1f);
|
||||||
|
// _renderer.material.DOColor(Color.white, COLOR_2, 0.1f);
|
||||||
|
// _renderer.material.DOFade(0, 0.1f).SetDelay(0.2f);
|
||||||
transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutQuint).OnComplete(() =>
|
transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutQuint).OnComplete(() =>
|
||||||
{
|
{
|
||||||
gameObject.name = oldName;
|
gameObject.name = oldName;
|
||||||
|
|
|
@ -0,0 +1,128 @@
|
||||||
|
// This shader draws a texture on the mesh.
|
||||||
|
Shader "custom/enemy"
|
||||||
|
{
|
||||||
|
// The _BaseMap variable is visible in the Material's Inspector, as a field
|
||||||
|
// called Base Map.
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
[HDR] _Color1("Color1", Color) = (1,1,1,1)
|
||||||
|
[HDR] _Color2("Color2", Color) = (1,1,1,1)
|
||||||
|
_Alpha("Alpha", Float) = 1.0
|
||||||
|
// [HDR] _Color2("Color 2", Color) = (1,1,1,1)
|
||||||
|
// _FadeStrength("Fade Strength", Float) = 0.1
|
||||||
|
// _VertexScale("Vertex Scale", Float) = 0
|
||||||
|
|
||||||
|
_M("M", Float) = 0.5
|
||||||
|
_C("C", Float) = 0.0
|
||||||
|
|
||||||
|
_NoiseMap("Noise Map", 2D) = "black"
|
||||||
|
_VertexDistortion("Vertex Distortion", Float) = 1.0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||||
|
|
||||||
|
struct Attributes
|
||||||
|
{
|
||||||
|
float4 positionOS : POSITION;
|
||||||
|
// The uv variable contains the UV coordinate on the texture for the
|
||||||
|
// given vertex.
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
half3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Varyings
|
||||||
|
{
|
||||||
|
float4 positionHCS : SV_POSITION;
|
||||||
|
// The uv variable contains the UV coordinate on the texture for the
|
||||||
|
// given vertex.
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 wpos : TEXCOORD1;
|
||||||
|
half3 normal : NORMAL;
|
||||||
|
};
|
||||||
|
|
||||||
|
float _M = 0.5;
|
||||||
|
float _C = 0.0;
|
||||||
|
float4 _Color1;
|
||||||
|
float4 _Color2;
|
||||||
|
float _Alpha;
|
||||||
|
float _TimeToNextBeat;
|
||||||
|
|
||||||
|
float _VertexDistortion;
|
||||||
|
// float _VertexScale;
|
||||||
|
// float _FadeStrength;
|
||||||
|
|
||||||
|
// This macro declares _BaseMap as a Texture2D object.
|
||||||
|
TEXTURE2D(_BaseMap);
|
||||||
|
// This macro declares the sampler for the _BaseMap texture.
|
||||||
|
SAMPLER(sampler_BaseMap);
|
||||||
|
TEXTURE2D(_NoiseMap);
|
||||||
|
SAMPLER(sampler_NoiseMap);
|
||||||
|
|
||||||
|
CBUFFER_START(UnityPerMaterial)
|
||||||
|
// The following line declares the _BaseMap_ST variable, so that you
|
||||||
|
// can use the _BaseMap variable in the fragment shader. The _ST
|
||||||
|
// suffix is necessary for the tiling and offset function to work.
|
||||||
|
float4 _BaseMap_ST;
|
||||||
|
float4 _NoiseMap_ST;
|
||||||
|
CBUFFER_END
|
||||||
|
|
||||||
|
Varyings vert(Attributes IN)
|
||||||
|
{
|
||||||
|
Varyings OUT;
|
||||||
|
|
||||||
|
float3 vpos = IN.positionOS.xyz;
|
||||||
|
float3 wpos = TransformObjectToWorld(vpos);
|
||||||
|
OUT.wpos = wpos;
|
||||||
|
OUT.normal = IN.normal;
|
||||||
|
|
||||||
|
float d = 1.0+length(wpos)*0.5;
|
||||||
|
float2 uv = wpos.zx;
|
||||||
|
float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) - 0.5;
|
||||||
|
|
||||||
|
// vpos += _VertexScale*float3(0,0,5)*d;
|
||||||
|
vpos += float3(_VertexDistortion,0,0)*noise*d;
|
||||||
|
// vpos += sin(180)*sin(1800)*float3(0,0,5)*d;
|
||||||
|
|
||||||
|
// noise *= d*d * 0.1;
|
||||||
|
|
||||||
|
// vpos *= lerp (0.9,1.1,noise);
|
||||||
|
|
||||||
|
OUT.positionHCS = TransformObjectToHClip(vpos);
|
||||||
|
// The TRANSFORM_TEX macro performs the tiling and offset
|
||||||
|
// transformation.
|
||||||
|
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
|
|
||||||
|
half4 frag(Varyings IN) : SV_Target
|
||||||
|
{
|
||||||
|
// calculate pixel
|
||||||
|
float2 res = _ScreenParams;
|
||||||
|
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
||||||
|
|
||||||
|
float2 toCentre = TransformObjectToWorld(-IN.wpos).xy;
|
||||||
|
toCentre = normalize(toCentre);
|
||||||
|
|
||||||
|
float t = dot(IN.normal, toCentre) * 0.5 + 0.5;
|
||||||
|
|
||||||
|
// float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5;
|
||||||
|
|
||||||
|
// float t = length(p);
|
||||||
|
// return lerp(_Color1,_Color2,t * _FadeStrength);
|
||||||
|
float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ef0b3230706b9ff44b7a6246f9feac63
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue