update enemy graphics

This commit is contained in:
Cat Flynn 2021-01-09 16:08:57 +00:00
parent f98f80c57f
commit 8040a999be
10 changed files with 308 additions and 164 deletions

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@ -104,12 +96,12 @@ Material:
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@ -7,19 +7,28 @@ public class DisableOnDeath : MonoBehaviour
{
private EntityHealth _health;
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()
{
_health = GetComponent<EntityHealth>();
_renderer = GetComponentInChildren<Renderer>();
_color = _renderer.material.color;
_color1 = _renderer.material.GetColor(COLOR_1);
_color2 = _renderer.material.GetColor(COLOR_2);
}
private void OnEnable()
{
_health.Die += Die;
_renderer.material.color = _color;
_renderer.material.SetColor(COLOR_1, _color1);
_renderer.material.SetColor(COLOR_2, _color2);
}
private void OnDisable()
@ -31,8 +40,27 @@ public class DisableOnDeath : MonoBehaviour
{
var oldName = gameObject.name;
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(() =>
{
gameObject.name = oldName;

128
Assets/Shaders/enemy.shader Normal file
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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
}
}
}

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