update enemy graphics
This commit is contained in:
parent
f98f80c57f
commit
8040a999be
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@ -1,18 +1,5 @@
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@ -104,12 +96,12 @@ Material:
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@ -120,6 +112,21 @@ Material:
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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--- !u!114 &2766037370157449026
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MonoBehaviour:
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@ -7,19 +7,28 @@ public class DisableOnDeath : MonoBehaviour
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{
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private EntityHealth _health;
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private Renderer _renderer;
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private Color _color;
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private Color _color1;
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private Color _color2;
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private const string COLOR_1 = "_Color1";
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private const string COLOR_2 = "_Color2";
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private void Awake()
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{
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_health = GetComponent<EntityHealth>();
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_renderer = GetComponentInChildren<Renderer>();
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_color = _renderer.material.color;
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_color1 = _renderer.material.GetColor(COLOR_1);
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_color2 = _renderer.material.GetColor(COLOR_2);
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}
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private void OnEnable()
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{
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_health.Die += Die;
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_renderer.material.color = _color;
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_renderer.material.SetColor(COLOR_1, _color1);
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_renderer.material.SetColor(COLOR_2, _color2);
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}
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private void OnDisable()
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@ -31,8 +40,27 @@ public class DisableOnDeath : MonoBehaviour
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{
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var oldName = gameObject.name;
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gameObject.name = "disabled";
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_renderer.material.DOColor(Color.white, 0.1f);
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_renderer.material.DOFade(0, 0.1f).SetDelay(0.2f);
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float x = 0;
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DOTween.To(
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() => x,
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t =>
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{
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var c1 = Color.Lerp(_color1, Color.white, t);
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var c2 = Color.Lerp(_color2, Color.white, t);
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_renderer.material.SetColor(COLOR_1, c1);
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_renderer.material.SetColor(COLOR_2, c2);
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_renderer.material.SetFloat("_Alpha", 1.0f-t);
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},
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1.0f,
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0.1f);
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// _renderer.material.DOColor(Color.white, COLOR_1, 0.1f);
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// _renderer.material.DOColor(Color.white, COLOR_2, 0.1f);
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// _renderer.material.DOFade(0, 0.1f).SetDelay(0.2f);
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transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutQuint).OnComplete(() =>
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{
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gameObject.name = oldName;
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@ -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