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杨泽宇
顺职VR迷宫游戏教学
Commits
18571cb2
Commit
18571cb2
authored
Mar 08, 2024
by
杨泽宇
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3 changed files
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1 addition
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4983 deletions
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-4983
Magic shield 14.prefab
...Studio/Magic circles Vol 4/Prefabs/Magic shield 14.prefab
+1
-4826
Distortion.shader
...Hovl Studio/Magic circles Vol 4/Shaders/Distortion.shader
+0
-148
Distortion.shader.meta
...Studio/Magic circles Vol 4/Shaders/Distortion.shader.meta
+0
-9
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Assets/Hovl Studio/Magic circles Vol 4/Prefabs/Magic shield 14.prefab
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18571cb2
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Assets/Hovl Studio/Magic circles Vol 4/Shaders/Distortion.shader
deleted
100644 → 0
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47d6a849
Shader
"Hovl/Particles/Distortion"
{
Properties
{
_NormalMap
(
"Normal Map"
,
2
D
)
=
"bump"
{}
_Distortionpower
(
"Distortion power"
,
Float
)
=
0
.
05
_InvFade
(
"Soft Particles Factor"
,
Range
(
0
.
01
,
3
.
0
))
=
1
.
0
}
Category
{
SubShader
{
Tags
{
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
"RenderType"
=
"Transparent"
"PreviewType"
=
"Plane"
}
Blend
SrcAlpha
OneMinusSrcAlpha
Cull
Off
Lighting
Off
ZWrite
Off
Fog
{
Mode
Off
}
GrabPass
{
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
uniform
sampler2D_float
_CameraDepthTexture
;
uniform
float
_InvFade
;
uniform
sampler2D
_GrabTexture
;
uniform
sampler2D
_NormalMap
;
uniform
float4
_NormalMap_ST
;
uniform
float
_Distortionpower
;
uniform
float4
_GrabTexture_TexelSize
;
struct
appdata_t
{
float4
vertex
:
POSITION
;
fixed4
color
:
COLOR
;
float4
texcoord
:
TEXCOORD0
;
};
struct
v2f
{
float4
vertex
:
SV_POSITION
;
fixed4
color
:
COLOR
;
float4
texcoord
:
TEXCOORD1
;
float2
texcoord2
:
TEXCOORD2
;
#ifdef SOFTPARTICLES_ON
float4
projPos
:
TEXCOORD3
;
#endif
};
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
#ifdef SOFTPARTICLES_ON
o
.
projPos
=
ComputeScreenPos
(
o
.
vertex
);
COMPUTE_EYEDEPTH
(
o
.
projPos
.
z
);
#endif
o
.
color
=
v
.
color
;
#if UNITY_UV_STARTS_AT_TOP
half
scale
=
-
1
.
0
;
#else
half
scale
=
1
.
0
;
#endif
o
.
texcoord
.
xy
=
(
float2
(
o
.
vertex
.
x
,
o
.
vertex
.
y
*
scale
)
+
o
.
vertex
.
w
)
*
0
.
5
;
o
.
texcoord
.
zw
=
o
.
vertex
.
w
;
#if UNITY_SINGLE_PASS_STEREO
o
.
texcoord
.
xy
=
TransformStereoScreenSpaceTex
(
o
.
texcoord
.
xy
,
o
.
texcoord
.
w
);
#endif
o
.
texcoord
.
z
/=
distance
(
_WorldSpaceCameraPos
,
mul
(
unity_ObjectToWorld
,
v
.
vertex
));
o
.
texcoord2
=
TRANSFORM_TEX
(
v
.
texcoord
,
_NormalMap
);
return
o
;
}
fixed4
frag
(
v2f
i
)
:
SV_Target
{
#ifdef SOFTPARTICLES_ON
float
sceneZ
=
LinearEyeDepth
(
SAMPLE_DEPTH_TEXTURE_PROJ
(
_CameraDepthTexture
,
UNITY_PROJ_COORD
(
i
.
projPos
)));
float
partZ
=
i
.
projPos
.
z
;
float
fade
=
saturate
(
_InvFade
*
(
sceneZ
-
partZ
));
i
.
color
.
a
*=
fade
;
#endif
half3
tex2DNode14
=
UnpackNormal
(
tex2D
(
_NormalMap
,
i
.
texcoord2
));
half2
screenColor29
=
tex2DNode14
.
rg
;
half
clampResult89
=
(
abs
(
tex2DNode14
.
r
)
+
abs
(
tex2DNode14
.
g
)
*
30
)
-
0
.
03
;
screenColor29
=
screenColor29
*
_GrabTexture_TexelSize
.
xy
*
_Distortionpower
*
i
.
color
.
a
;
i
.
texcoord
.
xy
=
screenColor29
*
i
.
texcoord
.
z
+
i
.
texcoord
.
xy
;
half4
col
=
tex2Dproj
(
_GrabTexture
,
UNITY_PROJ_COORD
(
i
.
texcoord
));
col
.
a
=
saturate
(
col
.
a
*
clampResult89
);
return
col
;
}
ENDCG
}
}
}
}
/*ASEBEGIN
Version=15401
764;92;877;655;1734.839;1034.898;1.545907;True;True
Node;AmplifyShaderEditor.SamplerNode;14;-1463.593,-612.4862;Float;True;Property;_NormalMap;Normal Map;1;0;Create;True;0;0;False;0;c77ad51b9c5e4a440b6c122953ce0dfc;c77ad51b9c5e4a440b6c122953ce0dfc;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.AbsOpNode;79;-1125.91,-499.2636;Float;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.AbsOpNode;101;-1130.615,-262.5767;Float;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;84;-837.6768,-190.3634;Float;False;Constant;_Float1;Float 1;2;0;Create;True;0;0;False;0;30;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;80;-897.4952,-501.049;Float;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;102;-654.9815,-422.7797;Float;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;82;-613.9226,-177.3736;Float;False;Constant;_Float0;Float 0;2;0;Create;True;0;0;False;0;0.2;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;81;-396.7346,-359.6836;Float;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ComponentMaskNode;36;-480.6686,-614.95;Float;True;True;True;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RangedFloatNode;12;-240.5315,-514.8548;Float;False;Property;_Distortionpower;Distortion power;0;0;Create;True;0;0;False;0;0.05;4;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ClampOpNode;89;-164.2401,-354.9835;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.GrabScreenPosition;85;-763.2303,-813.5652;Float;False;0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;91;3.543352,-587.3339;Float;False;3;3;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.ComponentMaskNode;86;-430.4041,-832.9164;Float;True;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleAddOpNode;87;163.4362,-654.8883;Float;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.ComponentMaskNode;104;501.661,-611.1464;Float;False;True;True;True;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.ScreenColorNode;29;751.0516,-829.6149;Float;False;Global;_GrabScreen0;Grab Screen 0;4;0;Create;True;0;0;False;0;Object;-1;False;False;1;0;FLOAT2;0,0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.VertexColorNode;49;750.7663,-657.1718;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;97;1001.457,-721.0015;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;69;1175.819,-706.8605;Float;False;True;2;Float;ASEMaterialInspector;0;6;Distortion2;0b6a9f8b4f707c74ca64c0be8e590de0;0;0;SubShader 0 Pass 0;2;True;2;5;False;-1;10;False;-1;0;5;False;-1;10;False;-1;False;True;2;False;-1;True;True;True;True;False;0;False;-1;False;True;2;False;-1;True;3;False;-1;False;True;4;Queue=Transparent;IgnoreProjector=True;RenderType=Transparent;PreviewType=Plane;False;0;False;False;False;False;False;False;False;False;False;True;0;0;;0;2;0;FLOAT4;0,0,0,0;False;1;FLOAT3;0,0,0;False;0
WireConnection;79;0;14;1
WireConnection;101;0;14;2
WireConnection;80;0;79;0
WireConnection;80;1;101;0
WireConnection;102;0;80;0
WireConnection;102;1;84;0
WireConnection;81;0;102;0
WireConnection;81;1;82;0
WireConnection;36;0;14;0
WireConnection;89;0;81;0
WireConnection;91;0;36;0
WireConnection;91;1;12;0
WireConnection;91;2;89;0
WireConnection;86;0;85;0
WireConnection;87;0;86;0
WireConnection;87;1;91;0
WireConnection;104;0;87;0
WireConnection;29;0;104;0
WireConnection;97;0;29;0
WireConnection;97;1;49;0
WireConnection;69;0;97;0
ASEEND*/
//CHKSM=E071BF2A900CD0332D04C068E64CF91BB363761C
\ No newline at end of file
Assets/Hovl Studio/Magic circles Vol 4/Shaders/Distortion.shader.meta
deleted
100644 → 0
View file @
47d6a849
fileFormatVersion: 2
guid: 36121c42b945b624fb938cb9637f28d0
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
Write
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