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0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Cobwebs.meta b/Assets/Resources/Cobwebs.meta new file mode 100644 index 0000000..7c26e45 --- /dev/null +++ b/Assets/Resources/Cobwebs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7b809af4607748745b75fc0580f80e1b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Cobwebs/CubemapsShaders.meta b/Assets/Resources/Cobwebs/CubemapsShaders.meta new file mode 100644 index 0000000..e064ac5 --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4bd71a3527811314ebe4ffc6cbf467aa +folderAsset: yes +timeCreated: 1520183937 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart.shader b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart.shader new file mode 100644 index 0000000..2936674 --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart.shader @@ -0,0 +1,398 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_Standart" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _CubemapColor("CubemapColor", Color) = (0,0,0,1) + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _Cubmap("Cubmap", CUBE) = "white" {} + _CubemapBlured("CubemapBlured", CUBE) = "white" {} + _EmissionMap("EmissionMap", 2D) = "white" {} + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _NormalMap("NormalMap", 2D) = "bump" {} + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 0 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _ParalaxOffset("ParalaxOffset", Float) = 0.001 + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _NormalMapDepth("NormalMapDepth", Float) = 1 + _TilingX("TilingX", Float) = 1 + _TilingY("TilingY", Float) = 1 + _MetalicBrightnes("MetalicBrightnes", Range( 0 , 1)) = 0 + _HeightMap("HeightMap", 2D) = "white" {} + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityCG.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float3 viewDir; + INTERNAL_DATA + float3 worldNormal; + float3 worldPos; + float3 worldRefl; + }; + + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float _TilingX; + uniform float _TilingY; + uniform sampler2D _HeightMap; + uniform float _ParalaxOffset; + uniform float4 _HeightMap_ST; + uniform sampler2D _Albedo; + uniform float4 _AlbedoColor; + uniform samplerCUBE _CubemapBlured; + uniform samplerCUBE _Cubmap; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _MetallicMap; + uniform sampler2D _SmoothnessMap; + uniform float _Snoothness; + uniform float4 _CubemapColor; + uniform float _Metallic; + uniform float _MetalicBrightnes; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + + + inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv, int index ) + { + float3 result = 0; + int stepIndex = 0; + int numSteps = ( int )lerp( (float)maxSamples, (float)minSamples, (float)dot( normalWorld, viewWorld ) ); + float layerHeight = 1.0 / numSteps; + float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); + uvs += refPlane * plane; + float2 deltaTex = -plane * layerHeight; + float2 prevTexOffset = 0; + float prevRayZ = 1.0f; + float prevHeight = 0.0f; + float2 currTexOffset = deltaTex; + float currRayZ = 1.0f - layerHeight; + float currHeight = 0.0f; + float intersection = 0; + float2 finalTexOffset = 0; + while ( stepIndex < numSteps + 1 ) + { + currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r; + if ( currHeight > currRayZ ) + { + stepIndex = numSteps + 1; + } + else + { + stepIndex++; + prevTexOffset = currTexOffset; + prevRayZ = currRayZ; + prevHeight = currHeight; + currTexOffset += deltaTex; + currRayZ -= layerHeight; + } + } + int sectionSteps = 2; + int sectionIndex = 0; + float newZ = 0; + float newHeight = 0; + while ( sectionIndex < sectionSteps ) + { + intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); + finalTexOffset = prevTexOffset + intersection * deltaTex; + newZ = prevRayZ - intersection * layerHeight; + newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; + if ( newHeight > newZ ) + { + currTexOffset = finalTexOffset; + currHeight = newHeight; + currRayZ = newZ; + deltaTex = intersection * deltaTex; + layerHeight = intersection * layerHeight; + } + else + { + prevTexOffset = finalTexOffset; + prevHeight = newHeight; + prevRayZ = newZ; + deltaTex = ( 1 - intersection ) * deltaTex; + layerHeight = ( 1 - intersection ) * layerHeight; + } + sectionIndex++; + } + return uvs + finalTexOffset; + } + + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 break102 = i.uv_texcoord; + float2 appendResult106 = (float2(( _TilingX * break102.x ) , ( break102.y * _TilingY ))); + float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float2 OffsetPOM98 = POM( _HeightMap, appendResult106, ddx(appendResult106), ddy(appendResult106), ase_worldNormal, ase_worldViewDir, i.viewDir, 8, 16, ( 0.001 * _ParalaxOffset ), 0.5, _HeightMap_ST.xy, float2(0,0), 0 ); + float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, OffsetPOM98 ) ,_NormalMapDepth ); + o.Normal = tex2DNode13; + float4 temp_output_3_0 = ( tex2D( _Albedo, OffsetPOM98 ) * _AlbedoColor ); + float3 newWorldReflection69 = WorldReflectionVector( i , tex2DNode13 ); + float4 tex2DNode5 = tex2D( _MetallicMap, OffsetPOM98 ); + float3 temp_cast_0 = (tex2DNode5.a).xxx; + float3 temp_cast_1 = (tex2D( _SmoothnessMap, OffsetPOM98 ).r).xxx; + float3 temp_cast_2 = (tex2D( _SmoothnessMap, OffsetPOM98 ).r).xxx; + float3 linearToGamma107 = LinearToGammaSpace( temp_cast_2 ); + float3 temp_cast_3 = (tex2DNode5.a).xxx; + float3 temp_cast_4 = (tex2D( _SmoothnessMap, OffsetPOM98 ).r).xxx; + float3 temp_output_10_0 = ( lerp(lerp(temp_cast_0,linearToGamma107,_SmoothFromMapSwitch),( 1.0 - lerp(temp_cast_3,linearToGamma107,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + float4 lerpResult87 = lerp( texCUBE( _CubemapBlured, newWorldReflection69 ) , texCUBE( _Cubmap, newWorldReflection69 ) , float4( temp_output_10_0 , 0.0 )); + float4 temp_output_71_0 = ( lerpResult87 * _CubemapColor ); + float3 temp_cast_6 = (tex2DNode5.a).xxx; + float3 temp_cast_7 = (tex2D( _SmoothnessMap, OffsetPOM98 ).r).xxx; + float3 temp_cast_9 = (tex2DNode5.r).xxx; + float3 temp_cast_10 = (tex2DNode5.r).xxx; + float3 linearToGamma108 = LinearToGammaSpace( temp_cast_10 ); + float3 temp_cast_11 = (1.0).xxx; + float3 lerpResult93 = lerp( linearToGamma108 , temp_cast_11 , _MetalicBrightnes); + float3 temp_output_7_0 = ( _Metallic * lerpResult93 ); + float4 lerpResult90 = lerp( ( temp_output_71_0 * float4( saturate( temp_output_10_0 ) , 0.0 ) ) , ( temp_output_71_0 * temp_output_3_0 ) , float4( temp_output_7_0 , 0.0 )); + o.Albedo = ( temp_output_3_0 + lerpResult90 ).rgb; + float4 tex2DNode33 = tex2D( _EmissionMap, OffsetPOM98 ); + o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * lerp(tex2DNode33,( temp_output_3_0 * tex2DNode33.a ),_EmissionSwitch) ) ).rgb; + o.Metallic = temp_output_7_0.x; + o.Smoothness = temp_output_10_0.x; + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; + surfIN.worldPos = worldPos; + surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); + surfIN.worldRefl = -worldViewDir; + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=15401 +135;211;1643;922;2391.25;569.6227;1.31816;True;True +Node;AmplifyShaderEditor.TextureCoordinatesNode;17;-2480,-1296;Float;False;0;-1;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;103;-2032,-1088;Float;False;Property;_TilingY;TilingY;19;0;Create;True;0;0;False;0;1;0;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.BreakToComponentsNode;102;-2160,-1296;Float;False;FLOAT2;1;0;FLOAT2;0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15 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/dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a2991a03359ecf049a1a006c200406cc +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2Sided.shader b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2Sided.shader new file mode 100644 index 0000000..1e5cd55 --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2Sided.shader @@ -0,0 +1,187 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartCutout2Sided" +{ + Properties + { + _Cutoff( "Mask Clip Value", Float ) = 0.5 + _Albedo("Albedo", 2D) = "white" {} + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _EmissionMap("EmissionMap", 2D) = "white" {} + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _NormalMap("NormalMap", 2D) = "bump" {} + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 1 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _NormalMapDepth("NormalMapDepth", Float) = 1 + _TransmisionValue("TransmisionValue", Float) = 1 + _TransmissionColor("TransmissionColor", Color) = (1,1,1,0) + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Off + CGPROGRAM + #include "UnityStandardUtils.cginc" + #include "UnityPBSLighting.cginc" + #pragma target 3.0 + #pragma surface surf StandardCustom keepalpha addshadow fullforwardshadows exclude_path:deferred + struct Input + { + float2 uv_texcoord; + }; + + struct SurfaceOutputStandardCustom + { + fixed3 Albedo; + fixed3 Normal; + half3 Emission; + half Metallic; + half Smoothness; + half Occlusion; + fixed Alpha; + fixed3 Transmission; + }; + + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float4 _NormalMap_ST; + uniform sampler2D _Albedo; + uniform float4 _Albedo_ST; + uniform float4 _AlbedoColor; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + uniform float4 _EmissionMap_ST; + uniform float _Metallic; + uniform sampler2D _MetallicMap; + uniform float4 _MetallicMap_ST; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _SmoothnessMap; + uniform float4 _SmoothnessMap_ST; + uniform float _Snoothness; + uniform float _TransmisionValue; + uniform float4 _TransmissionColor; + uniform float _Cutoff = 0.5; + + inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi ) + { + half3 transmission = max(0 , -dot(s.Normal, gi.light.dir)) * gi.light.color * s.Transmission; + half4 d = half4(s.Albedo * transmission , 0); + + SurfaceOutputStandard r; + r.Albedo = s.Albedo; + r.Normal = s.Normal; + r.Emission = s.Emission; + r.Metallic = s.Metallic; + r.Smoothness = s.Smoothness; + r.Occlusion = s.Occlusion; + r.Alpha = s.Alpha; + return LightingStandard (r, viewDir, gi) + d; + } + + inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi ) + { + #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS + gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal); + #else + UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data ); + gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g ); + #endif + } + + void surf( Input i , inout SurfaceOutputStandardCustom o ) + { + float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalMapDepth ); + float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; + float4 tex2DNode1 = tex2D( _Albedo, uv_Albedo ); + float4 temp_output_3_0 = ( tex2DNode1 * _AlbedoColor ); + o.Albedo = temp_output_3_0.rgb; + float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; + float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap ); + o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * lerp(tex2DNode33,( temp_output_3_0 * tex2DNode33.a ),_EmissionSwitch) ) ).rgb; + float2 uv_MetallicMap = i.uv_texcoord * _MetallicMap_ST.xy + _MetallicMap_ST.zw; + float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap ); + o.Metallic = ( _Metallic * tex2DNode5.r ); + float2 uv_SmoothnessMap = i.uv_texcoord * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw; + o.Smoothness = ( lerp(lerp(tex2DNode5.a,tex2D( _SmoothnessMap, uv_SmoothnessMap ).r,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,tex2D( _SmoothnessMap, uv_SmoothnessMap ).r,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + o.Transmission = ( _TransmisionValue * _TransmissionColor ).rgb; + o.Alpha = 1; + clip( tex2DNode1.a - _Cutoff ); + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=14301 +37;578;1622;797;1835.664;879.8256;2.174937;True;True +Node;AmplifyShaderEditor.ColorNode;4;-407.9034,-673.7851;Float;False;Property;_AlbedoColor;AlbedoColor;2;0;Create;True;1,1,1,1;1,1,1,1;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.SamplerNode;1;-331.8671,-927.1003;Float;True;Property;_Albedo;Albedo;1;0;Create;True;None;2d34ca855e5f6cf4991f393e1a354fe7;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 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/dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2Sided.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7a0703d98e225a0429cf16cf6e0a8d54 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2SidedSimple.shader b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2SidedSimple.shader new file mode 100644 index 0000000..f197a7b --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2SidedSimple.shader @@ -0,0 +1,138 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartCutout2SidedSimple" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _EmissionMap("EmissionMap", 2D) = "white" {} + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _NormalMap("NormalMap", 2D) = "bump" {} + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 0 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _NormalMapDepth("NormalMapDepth", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "TransparentCutout" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Off + CGPROGRAM + #include "UnityStandardUtils.cginc" + #pragma target 3.0 + #pragma surface surf Standard keepalpha addshadow fullforwardshadows + struct Input + { + float2 uv_texcoord; + }; + + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float4 _NormalMap_ST; + uniform sampler2D _Albedo; + uniform float4 _Albedo_ST; + uniform float4 _AlbedoColor; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + uniform float4 _EmissionMap_ST; + uniform float _Metallic; + uniform sampler2D _MetallicMap; + uniform float4 _MetallicMap_ST; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _SmoothnessMap; + uniform float4 _SmoothnessMap_ST; + uniform float _Snoothness; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalMapDepth ); + float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; + float4 tex2DNode1 = tex2D( _Albedo, uv_Albedo ); + float4 temp_output_3_0 = ( tex2DNode1 * _AlbedoColor ); + o.Albedo = temp_output_3_0.rgb; + float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; + float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap ); + o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * lerp(tex2DNode33,( temp_output_3_0 * tex2DNode33.a ),_EmissionSwitch) ) ).rgb; + float2 uv_MetallicMap = i.uv_texcoord * _MetallicMap_ST.xy + _MetallicMap_ST.zw; + float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap ); + o.Metallic = ( _Metallic * tex2DNode5.r ); + float2 uv_SmoothnessMap = i.uv_texcoord * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw; + o.Smoothness = ( lerp(lerp(tex2DNode5.a,tex2D( _SmoothnessMap, uv_SmoothnessMap ).r,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,tex2D( _SmoothnessMap, uv_SmoothnessMap ).r,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + o.Alpha = 1; + } + + ENDCG + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=15401 +233;195;1643;958;2244.186;590.0089;2.454644;True;True 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+WireConnection;3;0;1;0 +WireConnection;3;1;4;0 +WireConnection;2;0;5;4 +WireConnection;2;1;6;1 +WireConnection;34;0;3;0 +WireConnection;34;1;33;4 +WireConnection;12;0;2;0 +WireConnection;32;0;33;0 +WireConnection;32;1;34;0 +WireConnection;11;0;2;0 +WireConnection;11;1;12;0 +WireConnection;39;0;38;0 +WireConnection;39;1;32;0 +WireConnection;37;0;36;0 +WireConnection;37;1;39;0 +WireConnection;70;0;68;0 +WireConnection;70;1;69;0 +WireConnection;13;5;66;0 +WireConnection;7;0;8;0 +WireConnection;7;1;5;1 +WireConnection;10;0;11;0 +WireConnection;10;1;9;0 +WireConnection;0;0;3;0 +WireConnection;0;1;13;0 +WireConnection;0;2;37;0 +WireConnection;0;3;7;0 +WireConnection;0;4;10;0 +ASEEND*/ +//CHKSM=B96515FA71AC436AE02CAF3A7E209C5B08A9CB11 \ No newline at end of file diff --git a/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2SidedSimple.shader.meta b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2SidedSimple.shader.meta new file mode 100644 index 0000000..5f62131 --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_Standart2SidedSimple.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ccbdea634bcfa8b4c8c6a3522c1dd22d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartArray.shader b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartArray.shader new file mode 100644 index 0000000..fa179a8 --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartArray.shader @@ -0,0 +1,699 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartBlend" +{ + Properties + { + _BlendContrast("BlendContrast", Float) = 1 + _AlbedoMapArray("AlbedoMapArray", 2DArray ) = "" {} + _MetallicMapArray("MetallicMapArray", 2DArray ) = "" {} + _HeightMapBase("HeightMapBase", 2D) = "white" {} + _ParalaxOffsetBase("ParalaxOffsetBase", Float) = 0.001 + _PrlxRefPlaneBase("PrlxRefPlaneBase", Range( 0 , 1)) = 0.001 + _NormalMapBase("NormalMapBase", 2D) = "bump" {} + _NormalMapDepthBase("NormalMapDepthBase", Float) = 1 + _TillingBase("TillingBase", Float) = 1 + _AlbedoColorBase("AlbedoColorBase", Color) = (1,1,1,1) + _SmoothnessBase("SmoothnessBase", Float) = 1 + _MetallicBase("MetallicBase", Float) = 1 + _MetalicBrightnesBase("MetalicBrightnesBase", Range( 0 , 1)) = 0 + _HeightMap1("HeightMap1", 2D) = "white" {} + _ParalaxOffset1("ParalaxOffset1", Float) = 0.001 + _PrlxRefPlane1("PrlxRefPlane1", Range( 0 , 1)) = 0.001 + _Height1("Height1", Float) = 2 + _NormalMap1("NormalMap1", 2D) = "bump" {} + _NormalMapDepth1("NormalMapDepth1", Float) = 1 + _Tilling1("Tilling1", Float) = 1 + _AlbedoColor1("AlbedoColor1", Color) = (1,1,1,1) + _Smoothness1("Smoothness1", Float) = 1 + _Metallic1("Metallic1", Float) = 1 + _MetalicBrightnes1("MetalicBrightnes1", Range( 0 , 1)) = 0 + _HeightMap2("HeightMap2", 2D) = "white" {} + _ParalaxOffset2("ParalaxOffset2", Float) = 0.001 + _PrlxRefPlane2("PrlxRefPlane2", Range( 0 , 1)) = 0.001 + _Height2("Height2", Float) = 2 + _NormalMap2("NormalMap2", 2D) = "bump" {} + _NormalMapDepth2("NormalMapDepth2", Float) = 1 + _Tilling2("Tilling2", Float) = 1 + _AlbedoColor2("AlbedoColor2", Color) = (1,1,1,1) + _Smoothness2("Smoothness2", Float) = 1 + _Metallic2("Metallic2", Float) = 1 + _MetalicBrightnes2("MetalicBrightnes2", Range( 0 , 1)) = 0 + _HeightMap3("HeightMap3", 2D) = "white" {} + _ParalaxOffset3("ParalaxOffset3", Float) = 0.001 + _PrlxRefPlane3("PrlxRefPlane3", Range( 0 , 1)) = 0.001 + _Height3("Height3", Float) = 2 + _NormalMap3("NormalMap3", 2D) = "bump" {} + _NormalMapDepth3("NormalMapDepth3", Float) = 1 + _Tilling3("Tilling3", Float) = 1 + _AlbedoColor3("AlbedoColor3", Color) = (1,1,1,1) + _Smoothness3("Smoothness3", Float) = 1 + _Metallic3("Metallic3", Float) = 1 + _MetalicBrightnes3("MetalicBrightnes3", Range( 0 , 1)) = 0 + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.5 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float4 vertexColor : COLOR; + float2 uv_texcoord; + float3 worldPos; + float3 worldNormal; + INTERNAL_DATA + float3 viewDir; + }; + + uniform float _BlendContrast; + uniform float _Height1; + uniform sampler2D _HeightMap1; + uniform float _Tilling1; + uniform float _ParalaxOffset1; + uniform float _PrlxRefPlane1; + uniform float4 _HeightMap1_ST; + uniform float _Height2; + uniform sampler2D _HeightMap2; + uniform float _Tilling2; + uniform float _ParalaxOffset2; + uniform float _PrlxRefPlane2; + uniform float4 _HeightMap2_ST; + uniform float _Height3; + uniform sampler2D _HeightMap3; + uniform float _Tilling3; + uniform float _ParalaxOffset3; + uniform float _PrlxRefPlane3; + uniform float4 _HeightMap3_ST; + uniform float _NormalMapDepthBase; + uniform sampler2D _NormalMapBase; + uniform float _TillingBase; + uniform sampler2D _HeightMapBase; + uniform float _ParalaxOffsetBase; + uniform float _PrlxRefPlaneBase; + uniform float4 _HeightMapBase_ST; + uniform float _NormalMapDepth1; + uniform sampler2D _NormalMap1; + uniform float _NormalMapDepth2; + uniform sampler2D _NormalMap2; + uniform float _NormalMapDepth3; + uniform sampler2D _NormalMap3; + uniform UNITY_DECLARE_TEX2DARRAY( _AlbedoMapArray ); + uniform float4 _AlbedoColorBase; + uniform float4 _AlbedoColor1; + uniform float4 _AlbedoColor2; + uniform float4 _AlbedoColor3; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _MetallicBase; + uniform UNITY_DECLARE_TEX2DARRAY( _MetallicMapArray ); + uniform float _MetalicBrightnesBase; + uniform float _Metallic1; + uniform float _MetalicBrightnes1; + uniform float _Metallic2; + uniform float _MetalicBrightnes2; + uniform float _Metallic3; + uniform float _MetalicBrightnes3; + uniform float _SmoothnessBase; + uniform float _Smoothness1; + uniform float _Smoothness2; + uniform float _Smoothness3; + + + inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv, int index ) + { + float3 result = 0; + int stepIndex = 0; + int numSteps = ( int )lerp( (float)maxSamples, (float)minSamples, (float)dot( normalWorld, viewWorld ) ); + float layerHeight = 1.0 / numSteps; + float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); + uvs += refPlane * plane; + float2 deltaTex = -plane * layerHeight; + float2 prevTexOffset = 0; + float prevRayZ = 1.0f; + float prevHeight = 0.0f; + float2 currTexOffset = deltaTex; + float currRayZ = 1.0f - layerHeight; + float currHeight = 0.0f; + float intersection = 0; + float2 finalTexOffset = 0; + while ( stepIndex < numSteps + 1 ) + { + currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r; + if ( currHeight > currRayZ ) + { + stepIndex = numSteps + 1; + } + else + { + stepIndex++; + prevTexOffset = currTexOffset; + prevRayZ = currRayZ; + prevHeight = currHeight; + currTexOffset += deltaTex; + currRayZ -= layerHeight; + } + } + int sectionSteps = 2; + int sectionIndex = 0; + float newZ = 0; + float newHeight = 0; + while ( sectionIndex < sectionSteps ) + { + intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); + finalTexOffset = prevTexOffset + intersection * deltaTex; + newZ = prevRayZ - intersection * layerHeight; + newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; + if ( newHeight > newZ ) + { + currTexOffset = finalTexOffset; + currHeight = newHeight; + currRayZ = newZ; + deltaTex = intersection * deltaTex; + layerHeight = intersection * layerHeight; + } + else + { + prevTexOffset = finalTexOffset; + prevHeight = newHeight; + prevRayZ = newZ; + deltaTex = ( 1 - intersection ) * deltaTex; + layerHeight = ( 1 - intersection ) * layerHeight; + } + sectionIndex++; + } + return uvs + finalTexOffset; + } + + + float4 CalculateContrast( float contrastValue, float4 colorTarget ) + { + float t = 0.5 * ( 1.0 - contrastValue ); + return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); + } + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float4 clampResult178 = clamp( i.vertexColor , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) ); + float4 break170 = clampResult178; + float3 appendResult169 = (float3(break170.r , break170.g , break170.b)); + float4 break166 = ( 2.0 * ( ( 1.0 - i.vertexColor ) * i.vertexColor ) ); + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); + float fresnelNdotV288 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode288 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV288, 10.17 ) ); + float clampResult296 = clamp( fresnelNode288 , 0.0 , 1.0 ); + float temp_output_291_0 = ( 1.0 - clampResult296 ); + float2 OffsetPOM98 = POM( _HeightMap1, ( i.uv_texcoord * _Tilling1 ), ddx(( i.uv_texcoord * _Tilling1 )), ddy(( i.uv_texcoord * _Tilling1 )), ase_worldNormal, ase_worldViewDir, i.viewDir, 8, 16, ( ( 0.001 * _ParalaxOffset1 ) * temp_output_291_0 ), _PrlxRefPlane1, _HeightMap1_ST.xy, float2(0,0), 0 ); + float lerpResult134 = lerp( 0.0 , break166.r , CalculateContrast(_BlendContrast,( _Height1 + tex2D( _HeightMap1, OffsetPOM98 ) )).r); + float2 OffsetPOM115 = POM( _HeightMap2, ( i.uv_texcoord * _Tilling2 ), ddx(( i.uv_texcoord * _Tilling2 )), ddy(( i.uv_texcoord * _Tilling2 )), ase_worldNormal, ase_worldViewDir, i.viewDir, 8, 16, ( ( 0.001 * _ParalaxOffset2 ) * temp_output_291_0 ), _PrlxRefPlane2, _HeightMap2_ST.xy, float2(0,0), 0 ); + float lerpResult135 = lerp( 0.0 , break166.g , CalculateContrast(_BlendContrast,( _Height2 + tex2D( _HeightMap2, OffsetPOM115 ) )).r); + float2 OffsetPOM257 = POM( _HeightMap3, ( i.uv_texcoord * _Tilling3 ), ddx(( i.uv_texcoord * _Tilling3 )), ddy(( i.uv_texcoord * _Tilling3 )), ase_worldNormal, ase_worldViewDir, i.viewDir, 8, 16, ( ( 0.001 * _ParalaxOffset3 ) * temp_output_291_0 ), _PrlxRefPlane3, _HeightMap3_ST.xy, float2(0,0), 0 ); + float lerpResult151 = lerp( 0.0 , break166.b , CalculateContrast(_BlendContrast,( _Height3 + tex2D( _HeightMap3, OffsetPOM257 ) )).r); + float3 appendResult129 = (float3(lerpResult134 , lerpResult135 , lerpResult151)); + float3 clampResult182 = clamp( appendResult129 , float3( 0,0,0 ) , float3( 1,1,1 ) ); + float3 temp_output_167_0 = ( appendResult169 + clampResult182 ); + float2 OffsetPOM261 = POM( _HeightMapBase, ( i.uv_texcoord * _TillingBase ), ddx(( i.uv_texcoord * _TillingBase )), ddy(( i.uv_texcoord * _TillingBase )), ase_worldNormal, ase_worldViewDir, i.viewDir, 8, 16, ( ( 0.001 * _ParalaxOffsetBase ) * temp_output_291_0 ), _PrlxRefPlaneBase, _HeightMapBase_ST.xy, float2(0,0), 0 ); + float2 temp_output_262_0 = ( OffsetPOM261 * 1.0 ); + float2 temp_output_239_0 = ( OffsetPOM98 * 1.0 ); + float2 temp_output_243_0 = ( OffsetPOM115 * 1.0 ); + float2 temp_output_246_0 = ( OffsetPOM257 * 1.0 ); + float3 layeredBlendVar173 = temp_output_167_0; + float3 layeredBlend173 = ( lerp( lerp( lerp( UnpackScaleNormal( tex2D( _NormalMapBase, temp_output_262_0 ) ,_NormalMapDepthBase ) , UnpackScaleNormal( tex2D( _NormalMap1, temp_output_239_0 ) ,_NormalMapDepth1 ) , layeredBlendVar173.x ) , UnpackScaleNormal( tex2D( _NormalMap2, temp_output_243_0 ) ,_NormalMapDepth2 ) , layeredBlendVar173.y ) , UnpackScaleNormal( tex2D( _NormalMap3, temp_output_246_0 ) ,_NormalMapDepth3 ) , layeredBlendVar173.z ) ); + o.Normal = layeredBlend173; + float3 clampResult190 = clamp( temp_output_167_0 , float3( 0,0,0 ) , float3( 1,1,1 ) ); + float4 texArray230 = UNITY_SAMPLE_TEX2DARRAY(_AlbedoMapArray, float3(temp_output_262_0, 0.0) ); + float4 texArray232 = UNITY_SAMPLE_TEX2DARRAY(_AlbedoMapArray, float3(temp_output_239_0, 1.0) ); + float4 texArray234 = UNITY_SAMPLE_TEX2DARRAY(_AlbedoMapArray, float3(temp_output_243_0, 2.0) ); + float4 texArray236 = UNITY_SAMPLE_TEX2DARRAY(_AlbedoMapArray, float3(temp_output_246_0, 3.0) ); + float3 layeredBlendVar132 = clampResult190; + float4 layeredBlend132 = ( lerp( lerp( lerp( ( texArray230 * _AlbedoColorBase ) , ( texArray232 * _AlbedoColor1 ) , layeredBlendVar132.x ) , ( texArray234 * _AlbedoColor2 ) , layeredBlendVar132.y ) , ( texArray236 * _AlbedoColor3 ) , layeredBlendVar132.z ) ); + o.Albedo = layeredBlend132.rgb; + o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * layeredBlend132 ) ).rgb; + float4 texArray253 = UNITY_SAMPLE_TEX2DARRAY(_MetallicMapArray, float3(temp_output_262_0, 0.0) ); + float lerpResult223 = lerp( texArray253.r , 1.0 , _MetalicBrightnesBase); + float4 texArray254 = UNITY_SAMPLE_TEX2DARRAY(_MetallicMapArray, float3(temp_output_239_0, 0.0) ); + float lerpResult93 = lerp( texArray254.r , 1.0 , _MetalicBrightnes1); + float4 texArray255 = UNITY_SAMPLE_TEX2DARRAY(_MetallicMapArray, float3(temp_output_243_0, 0.0) ); + float lerpResult206 = lerp( texArray255.r , 1.0 , _MetalicBrightnes2); + float4 texArray256 = UNITY_SAMPLE_TEX2DARRAY(_MetallicMapArray, float3(temp_output_246_0, 0.0) ); + float lerpResult214 = lerp( texArray256.r , 1.0 , _MetalicBrightnes3); + float3 layeredBlendVar220 = temp_output_167_0; + float layeredBlend220 = ( lerp( lerp( lerp( ( _MetallicBase * lerpResult223 ) , ( _Metallic1 * lerpResult93 ) , layeredBlendVar220.x ) , ( _Metallic2 * lerpResult206 ) , layeredBlendVar220.y ) , ( _Metallic3 * lerpResult214 ) , layeredBlendVar220.z ) ); + o.Metallic = layeredBlend220; + float3 layeredBlendVar229 = temp_output_167_0; + float layeredBlend229 = ( lerp( lerp( lerp( ( texArray253.a * _SmoothnessBase ) , ( texArray254.a * _Smoothness1 ) , layeredBlendVar229.x ) , ( texArray255.a * _Smoothness2 ) , layeredBlendVar229.y ) , ( texArray256.a * _Smoothness3 ) , layeredBlendVar229.z ) ); + float clampResult251 = clamp( ( layeredBlend229 + 0.0 ) , 0.0 , 1.0 ); + o.Smoothness = clampResult251; + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + half4 color : COLOR0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + o.color = v.color; + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; + surfIN.worldPos = worldPos; + surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + surfIN.vertexColor = IN.color; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=15401 +169;911;1643;966;4828.314;826.6902;2.676252;True;True 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a/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartInnerGlow.shader b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartInnerGlow.shader new file mode 100644 index 0000000..7b9a34c --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartInnerGlow.shader @@ -0,0 +1,399 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartInnerGlow" +{ + Properties + { + _InnerGlowMask("InnerGlowMask", 2D) = "white" {} + _SructureGlowTexture("SructureGlowTexture", 2D) = "white" {} + _StructureColor("StructureColor", Color) = (0,0,0,0) + _InnerStructMapTilling("InnerStructMapTilling", Float) = 0 + _StructureGlowIntens("StructureGlowIntens", Float) = 0 + _FresnelPower("FresnelPower", Float) = 0 + _FresnelScale("FresnelScale", Float) = 1 + _InnerStructureDepth("InnerStructureDepth", Float) = 0 + _HeightMultiplayer("HeightMultiplayer", Float) = 0 + _InnerHeightMap("InnerHeightMap", 2D) = "white" {} + _Albedo("Albedo", 2D) = "white" {} + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _EmissionMap("EmissionMap", 2D) = "white" {} + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _RimBias("RimBias", Float) = 0 + _RimPower("RimPower", Float) = 1 + _RimIntens("RimIntens", Float) = 10 + _RimColor("RimColor", Color) = (1,1,1,0) + _NormalMap("NormalMap", 2D) = "bump" {} + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 0 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _NormalMapDepth("NormalMapDepth", Float) = 1 + _MetalicBrightnes("MetalicBrightnes", Range( 0 , 1)) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityCG.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float3 worldPos; + INTERNAL_DATA + float3 worldNormal; + }; + + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float4 _NormalMap_ST; + uniform sampler2D _InnerGlowMask; + uniform float4 _InnerGlowMask_ST; + uniform float _FresnelScale; + uniform float _FresnelPower; + uniform float _StructureGlowIntens; + uniform float4 _StructureColor; + uniform sampler2D _SructureGlowTexture; + uniform float _InnerStructMapTilling; + uniform sampler2D _InnerHeightMap; + uniform float4 _InnerHeightMap_ST; + uniform float _HeightMultiplayer; + uniform float _InnerStructureDepth; + uniform sampler2D _Albedo; + uniform float4 _Albedo_ST; + uniform float4 _AlbedoColor; + uniform float4 _RimColor; + uniform float _RimBias; + uniform float _RimIntens; + uniform float _RimPower; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + uniform float4 _EmissionMap_ST; + uniform float _Metallic; + uniform sampler2D _MetallicMap; + uniform float4 _MetallicMap_ST; + uniform float _MetalicBrightnes; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _SmoothnessMap; + uniform float4 _SmoothnessMap_ST; + uniform float _Snoothness; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; + float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalMapDepth ); + o.Normal = tex2DNode13; + float2 uv_InnerGlowMask = i.uv_texcoord * _InnerGlowMask_ST.xy + _InnerGlowMask_ST.zw; + float4 tex2DNode129 = tex2D( _InnerGlowMask, uv_InnerGlowMask ); + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); + float fresnelNdotV119 = dot( ase_worldNormal, ase_worldViewDir ); + float fresnelNode119 = ( 0.0 + _FresnelScale * pow( 1.0 - fresnelNdotV119, _FresnelPower ) ); + float clampResult128 = clamp( fresnelNode119 , 0.0 , 1.0 ); + float2 temp_cast_0 = (_InnerStructMapTilling).xx; + float2 uv_TexCoord151 = i.uv_texcoord * temp_cast_0; + float2 uv_InnerHeightMap = i.uv_texcoord * _InnerHeightMap_ST.xy + _InnerHeightMap_ST.zw; + float temp_output_137_0 = ( tex2D( _InnerHeightMap, uv_InnerHeightMap ).r * _HeightMultiplayer ); + float2 Offset112 = ( ( temp_output_137_0 - 1 ) * ase_worldViewDir.xy * _InnerStructureDepth ) + uv_TexCoord151; + float2 temp_cast_1 = (_InnerStructMapTilling).xx; + float2 temp_cast_2 = (0.2).xx; + float2 uv_TexCoord113 = i.uv_texcoord * temp_cast_1 + temp_cast_2; + float2 Offset140 = ( ( temp_output_137_0 - 1 ) * ase_worldViewDir.xy * ( _InnerStructureDepth * 2.0 ) ) + uv_TexCoord113; + float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; + float4 temp_output_3_0 = ( tex2D( _Albedo, uv_Albedo ) * _AlbedoColor ); + float4 temp_output_130_0 = ( tex2DNode129.r * ( ( ( 1.0 - clampResult128 ) * ( _StructureGlowIntens * ( _StructureColor * ( tex2D( _SructureGlowTexture, Offset112 ) + ( tex2D( _SructureGlowTexture, Offset140 ) * 0.6 ) ) ) ) ) * temp_output_3_0 ) ); + float4 temp_output_109_0 = ( temp_output_130_0 + temp_output_3_0 ); + float3 ase_normWorldNormal = normalize( ase_worldNormal ); + float fresnelNdotV153 = dot( ase_normWorldNormal, ase_worldViewDir ); + float fresnelNode153 = ( _RimBias + _RimIntens * pow( 1.0 - fresnelNdotV153, _RimPower ) ); + float clampResult161 = clamp( fresnelNode153 , 0.0 , 1.0 ); + float lerpResult165 = lerp( 0.0 , ( 1.0 - clampResult161 ) , tex2DNode129.r); + float4 lerpResult167 = lerp( temp_output_109_0 , ( _RimColor * temp_output_109_0 ) , lerpResult165); + o.Albedo = lerpResult167.rgb; + float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; + float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap ); + o.Emission = ( ( _EmissionColor * temp_output_130_0 ) + ( _EmissionMultiplayer * lerp(tex2DNode33,( temp_output_3_0 * tex2DNode33.a ),_EmissionSwitch) ) ).rgb; + float2 uv_MetallicMap = i.uv_texcoord * _MetallicMap_ST.xy + _MetallicMap_ST.zw; + float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap ); + float3 linearToGamma105 = LinearToGammaSpace( tex2DNode5.rgb ); + float lerpResult93 = lerp( linearToGamma105.x , 1.0 , _MetalicBrightnes); + o.Metallic = ( _Metallic * lerpResult93 ); + float2 uv_SmoothnessMap = i.uv_texcoord * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw; + float3 linearToGamma103 = LinearToGammaSpace( tex2D( _SmoothnessMap, uv_SmoothnessMap ).rgb ); + o.Smoothness = ( lerp(lerp(tex2DNode5.a,linearToGamma103.z,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,linearToGamma103.z,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldPos = worldPos; + surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + 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assetBundleVariant: diff --git a/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartLava.shader b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartLava.shader new file mode 100644 index 0000000..a0c91c1 --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartLava.shader @@ -0,0 +1,286 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartLava" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _CubemapColor("CubemapColor", Color) = (0,0,0,1) + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _Cubmap("Cubmap", CUBE) = "white" {} + _CubemapBlured("CubemapBlured", CUBE) = "white" {} + _EmissionMap("EmissionMap", 2D) = "white" {} + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _NormalMap("NormalMap", 2D) = "bump" {} + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 1 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _NormalMapDepth("NormalMapDepth", Float) = 1 + _MetalicBrightnes("MetalicBrightnes", Range( 0 , 1)) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityCG.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float3 worldRefl; + INTERNAL_DATA + }; + + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float4 _NormalMap_ST; + uniform sampler2D _Albedo; + uniform float4 _Albedo_ST; + uniform float4 _AlbedoColor; + uniform samplerCUBE _CubemapBlured; + uniform samplerCUBE _Cubmap; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _MetallicMap; + uniform float4 _MetallicMap_ST; + uniform sampler2D _SmoothnessMap; + uniform float4 _SmoothnessMap_ST; + uniform float _Snoothness; + uniform float4 _CubemapColor; + uniform float _Metallic; + uniform float _MetalicBrightnes; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + uniform float4 _EmissionMap_ST; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; + float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalMapDepth ); + o.Normal = tex2DNode13; + float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; + float4 temp_output_3_0 = ( tex2D( _Albedo, uv_Albedo ) * _AlbedoColor ); + float3 newWorldReflection69 = WorldReflectionVector( i , tex2DNode13 ); + float2 uv_MetallicMap = i.uv_texcoord * _MetallicMap_ST.xy + _MetallicMap_ST.zw; + float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap ); + float2 uv_SmoothnessMap = i.uv_texcoord * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw; + float3 linearToGamma103 = LinearToGammaSpace( tex2D( _SmoothnessMap, uv_SmoothnessMap ).rgb ); + float temp_output_10_0 = ( lerp(lerp(tex2DNode5.a,linearToGamma103.z,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,linearToGamma103.z,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + float4 lerpResult87 = lerp( texCUBE( _CubemapBlured, newWorldReflection69 ) , texCUBE( _Cubmap, newWorldReflection69 ) , temp_output_10_0); + float4 temp_output_71_0 = ( lerpResult87 * _CubemapColor ); + float3 linearToGamma105 = LinearToGammaSpace( tex2DNode5.rgb ); + float lerpResult93 = lerp( linearToGamma105.x , 1.0 , _MetalicBrightnes); + float temp_output_7_0 = ( _Metallic * lerpResult93 ); + float4 lerpResult90 = lerp( ( temp_output_71_0 * saturate( temp_output_10_0 ) ) , ( temp_output_71_0 * temp_output_3_0 ) , temp_output_7_0); + o.Albedo = ( temp_output_3_0 + lerpResult90 ).rgb; + float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; + float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap ); + o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * lerp(( tex2DNode33 * tex2DNode33.a ),( temp_output_3_0 * tex2DNode33.a ),_EmissionSwitch) ) ).rgb; + o.Metallic = temp_output_7_0; + o.Smoothness = temp_output_10_0; + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldRefl = -worldViewDir; + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=15401 +42;123;1643;1030;1005.579;1315.417;1.375163;True;True 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a/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartMaskedDetails.shader b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartMaskedDetails.shader new file mode 100644 index 0000000..579f0e1 --- /dev/null +++ b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartMaskedDetails.shader @@ -0,0 +1,448 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartMaskedDetails" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _AlbedoDetail("AlbedoDetail", 2D) = "white" {} + _AlbedoDetailStrenth("AlbedoDetailStrenth", Float) = 0 + _CubemapColor("CubemapColor", Color) = (0,0,0,1) + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _CubemapBlured("CubemapBlured", CUBE) = "white" {} + _EmissionMap("EmissionMap", 2D) = "white" {} + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _DetailNormals("DetailNormals", 2D) = "bump" {} + _DetailNormalsScale("DetailNormalsScale", Float) = 1 + _BVCNormals("BVCNormals", 2D) = "bump" {} + _BVCNormalsScale("BVCNormalsScale", Float) = 1 + _NormalMap("NormalMap", 2D) = "bump" {} + _NormalMapDepth("NormalMapDepth", Float) = 1 + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 0 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _ParalaxOffset("ParalaxOffset", Float) = 0.001 + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _Tiling("Tiling", Float) = 1 + _MetalicBrightnes("MetalicBrightnes", Range( 0 , 1)) = 0.4494838 + _HeightMap("HeightMap", 2D) = "white" {} + _DetailMask("DetailMask", 2D) = "white" {} + _MaskContrast("MaskContrast", Float) = 1 + _MaskIntensity("MaskIntensity", Float) = 0 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.5 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float3 viewDir; + INTERNAL_DATA + float3 worldNormal; + float3 worldPos; + float3 worldRefl; + }; + + uniform float _DetailNormalsScale; + uniform sampler2D _DetailNormals; + uniform float4 _DetailNormals_ST; + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float _Tiling; + uniform sampler2D _HeightMap; + uniform float _ParalaxOffset; + uniform float4 _HeightMap_ST; + uniform float _BVCNormalsScale; + uniform sampler2D _BVCNormals; + uniform float4 _BVCNormals_ST; + uniform float _MaskContrast; + uniform float _MaskIntensity; + uniform sampler2D _DetailMask; + uniform float4 _DetailMask_ST; + uniform sampler2D _Albedo; + uniform float4 _AlbedoColor; + uniform samplerCUBE _CubemapBlured; + uniform float4 _CubemapColor; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _MetallicMap; + uniform sampler2D _SmoothnessMap; + uniform float _Snoothness; + uniform float _Metallic; + uniform float _MetalicBrightnes; + uniform sampler2D _AlbedoDetail; + uniform float4 _AlbedoDetail_ST; + uniform float _AlbedoDetailStrenth; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + + + inline float2 POM( sampler2D heightMap, float2 uvs, float2 dx, float2 dy, float3 normalWorld, float3 viewWorld, float3 viewDirTan, int minSamples, int maxSamples, float parallax, float refPlane, float2 tilling, float2 curv, int index ) + { + float3 result = 0; + int stepIndex = 0; + int numSteps = ( int )lerp( (float)maxSamples, (float)minSamples, (float)dot( normalWorld, viewWorld ) ); + float layerHeight = 1.0 / numSteps; + float2 plane = parallax * ( viewDirTan.xy / viewDirTan.z ); + uvs += refPlane * plane; + float2 deltaTex = -plane * layerHeight; + float2 prevTexOffset = 0; + float prevRayZ = 1.0f; + float prevHeight = 0.0f; + float2 currTexOffset = deltaTex; + float currRayZ = 1.0f - layerHeight; + float currHeight = 0.0f; + float intersection = 0; + float2 finalTexOffset = 0; + while ( stepIndex < numSteps + 1 ) + { + currHeight = tex2Dgrad( heightMap, uvs + currTexOffset, dx, dy ).r; + if ( currHeight > currRayZ ) + { + stepIndex = numSteps + 1; + } + else + { + stepIndex++; + prevTexOffset = currTexOffset; + prevRayZ = currRayZ; + prevHeight = currHeight; + currTexOffset += deltaTex; + currRayZ -= layerHeight; + } + } + int sectionSteps = 2; + int sectionIndex = 0; + float newZ = 0; + float newHeight = 0; + while ( sectionIndex < sectionSteps ) + { + intersection = ( prevHeight - prevRayZ ) / ( prevHeight - currHeight + currRayZ - prevRayZ ); + finalTexOffset = prevTexOffset + intersection * deltaTex; + newZ = prevRayZ - intersection * layerHeight; + newHeight = tex2Dgrad( heightMap, uvs + finalTexOffset, dx, dy ).r; + if ( newHeight > newZ ) + { + currTexOffset = finalTexOffset; + currHeight = newHeight; + currRayZ = newZ; + deltaTex = intersection * deltaTex; + layerHeight = intersection * layerHeight; + } + else + { + prevTexOffset = finalTexOffset; + prevHeight = newHeight; + prevRayZ = newZ; + deltaTex = ( 1 - intersection ) * deltaTex; + layerHeight = ( 1 - intersection ) * layerHeight; + } + sectionIndex++; + } + return uvs + finalTexOffset; + } + + + float4 CalculateContrast( float contrastValue, float4 colorTarget ) + { + float t = 0.5 * ( 1.0 - contrastValue ); + return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); + } + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_DetailNormals = i.uv_texcoord * _DetailNormals_ST.xy + _DetailNormals_ST.zw; + float2 temp_cast_0 = (_Tiling).xx; + float2 uv_TexCoord17 = i.uv_texcoord * temp_cast_0; + float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); + float3 ase_worldPos = i.worldPos; + float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) ); + float2 OffsetPOM98 = POM( _HeightMap, uv_TexCoord17, ddx(uv_TexCoord17), ddy(uv_TexCoord17), ase_worldNormal, ase_worldViewDir, i.viewDir, 8, 16, ( 0.001 * _ParalaxOffset ), 0.5, _HeightMap_ST.xy, float2(0,0), 0 ); + float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, OffsetPOM98 ) ,_NormalMapDepth ); + float2 uv_BVCNormals = i.uv_texcoord * _BVCNormals_ST.xy + _BVCNormals_ST.zw; + float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw; + float4 temp_cast_1 = (( _MaskIntensity * tex2D( _DetailMask, uv_DetailMask ).b )).xxxx; + float4 clampResult156 = clamp( CalculateContrast(_MaskContrast,temp_cast_1) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) ); + float3 lerpResult142 = lerp( BlendNormals( UnpackScaleNormal( tex2D( _DetailNormals, uv_DetailNormals ) ,_DetailNormalsScale ) , tex2DNode13 ) , BlendNormals( UnpackScaleNormal( tex2D( _BVCNormals, uv_BVCNormals ) ,_BVCNormalsScale ) , tex2DNode13 ) , clampResult156.r); + o.Normal = lerpResult142; + float4 temp_output_3_0 = ( tex2D( _Albedo, OffsetPOM98 ) * _AlbedoColor ); + float4 temp_output_71_0 = ( texCUBE( _CubemapBlured, WorldReflectionVector( i , lerpResult142 ) ) * _CubemapColor ); + float4 tex2DNode5 = tex2D( _MetallicMap, OffsetPOM98 ); + float temp_output_10_0 = ( lerp(lerp(tex2DNode5.a,tex2D( _SmoothnessMap, OffsetPOM98 ).r,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,tex2D( _SmoothnessMap, OffsetPOM98 ).r,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + float lerpResult93 = lerp( tex2DNode5.r , 1.0 , _MetalicBrightnes); + float temp_output_7_0 = ( _Metallic * lerpResult93 ); + float4 lerpResult90 = lerp( ( temp_output_71_0 * saturate( temp_output_10_0 ) ) , ( temp_output_71_0 * temp_output_3_0 ) , temp_output_7_0); + float4 temp_output_74_0 = ( temp_output_3_0 + lerpResult90 ); + float2 uv_AlbedoDetail = i.uv_texcoord * _AlbedoDetail_ST.xy + _AlbedoDetail_ST.zw; + float4 blendOpSrc157 = temp_output_74_0; + float4 blendOpDest157 = tex2D( _AlbedoDetail, uv_AlbedoDetail ); + float4 lerpResult159 = lerp( temp_output_74_0 , ( saturate( (( blendOpSrc157 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc157 - 0.5 ) ) * ( 1.0 - blendOpDest157 ) ) : ( 2.0 * blendOpSrc157 * blendOpDest157 ) ) )) , ( clampResult156.r * _AlbedoDetailStrenth )); + o.Albedo = lerpResult159.rgb; + float4 tex2DNode33 = tex2D( _EmissionMap, OffsetPOM98 ); + o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * lerp(tex2DNode33,( temp_output_3_0 * tex2DNode33.a ),_EmissionSwitch) ) ).rgb; + o.Metallic = temp_output_7_0; + o.Smoothness = temp_output_10_0; + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; + surfIN.worldPos = worldPos; + surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); + surfIN.worldRefl = -worldViewDir; + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=15401 +-6;656;1622;753;-279.6991;1604.147;1.425465;True;True +Node;AmplifyShaderEditor.RangedFloatNode;64;-2827.756,-329.6351;Float;False;Constant;_ParalaxDepthCorrection;ParalaxDepthCorrection;20;0;Create;True;0;0;False;0;0.001;0;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;67;-2881.67,-1132.751;Float;False;Property;_Tiling;Tiling;23;0;Create;True;0;0;False;0;1;1;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;18;-2591.293,-197.5448;Float;False;Property;_ParalaxOffset;ParalaxOffset;20;0;Create;True;0;0;False;0;0.001;0;0;0;0;1;FLOAT;0 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b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartTransparent.shader @@ -0,0 +1,407 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartTransparent" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _TransparentMap("TransparentMap", 2D) = "white" {} + _Cubemap("Cubemap", CUBE) = "white" {} + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _EmissionMap("EmissionMap", 2D) = "white" {} + _CubemapColor("CubemapColor", Color) = (1,1,1,1) + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _NormalMap("NormalMap", 2D) = "bump" {} + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_TransparentSwitch("TransparentSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 0 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _HeightMap("HeightMap", 2D) = "white" {} + _ParalaxOffset("ParalaxOffset", Float) = 0.001 + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _NormalMapDepth("NormalMapDepth", Float) = 1 + _Tiling("Tiling", Float) = 1 + _CubemapInens("CubemapInens", Float) = 1 + _RimColor("RimColor", Color) = (0,0,0,0) + _RimIntens("RimIntens", Float) = 1 + _RimPower("RimPower", Range( 1 , 10)) = 0.01 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float3 viewDir; + INTERNAL_DATA + float3 worldRefl; + }; + + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float _Tiling; + uniform sampler2D _HeightMap; + uniform float4 _HeightMap_ST; + uniform float _ParalaxOffset; + uniform sampler2D _Albedo; + uniform float4 _AlbedoColor; + uniform float _CubemapInens; + uniform samplerCUBE _Cubemap; + uniform float4 _CubemapColor; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _MetallicMap; + uniform sampler2D _SmoothnessMap; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + uniform float4 _RimColor; + uniform float _RimPower; + uniform float _RimIntens; + uniform float _Metallic; + uniform float _Snoothness; + uniform float _TransparentSwitch; + uniform sampler2D _TransparentMap; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 temp_cast_0 = (_Tiling).xx; + float2 uv_TexCoord17 = i.uv_texcoord * temp_cast_0 + float2( 0,0 ); + float2 uv_HeightMap = i.uv_texcoord * _HeightMap_ST.xy + _HeightMap_ST.zw; + float temp_output_63_0 = ( 0.001 * _ParalaxOffset ); + float2 Offset16 = ( ( tex2D( _HeightMap, uv_HeightMap ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + uv_TexCoord17; + float2 Offset26 = ( ( tex2D( _HeightMap, Offset16 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset16; + float2 Offset31 = ( ( tex2D( _HeightMap, Offset26 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset26; + float2 Offset29 = ( ( tex2D( _HeightMap, Offset31 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset31; + float2 Offset20 = ( ( tex2D( _HeightMap, Offset29 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset29; + float2 Offset21 = ( ( tex2D( _HeightMap, Offset20 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset20; + float2 Offset53 = ( ( tex2D( _HeightMap, Offset21 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset21; + float2 Offset55 = ( ( tex2D( _HeightMap, Offset53 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset53; + float2 Offset58 = ( ( tex2D( _HeightMap, Offset55 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset55; + float2 Offset60 = ( ( tex2D( _HeightMap, Offset58 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset58; + float2 Offset62 = ( ( tex2D( _HeightMap, Offset60 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset60; + float2 Offset22 = ( ( tex2D( _HeightMap, Offset62 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset62; + float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, Offset22 ) ,_NormalMapDepth ); + o.Normal = tex2DNode13; + float4 temp_output_3_0 = ( tex2D( _Albedo, Offset22 ) * _AlbedoColor ); + o.Albedo = temp_output_3_0.rgb; + float4 tex2DNode5 = tex2D( _MetallicMap, Offset22 ); + float4 tex2DNode33 = tex2D( _EmissionMap, Offset22 ); + float3 normalizeResult84 = normalize( i.viewDir ); + float dotResult86 = dot( tex2DNode13 , normalizeResult84 ); + float4 temp_cast_2 = (_RimPower).xxxx; + o.Emission = ( ( ( ( _CubemapInens * ( texCUBE( _Cubemap, WorldReflectionVector( i , tex2DNode13 ) ) * _CubemapColor ) ) * lerp(lerp(tex2DNode5.a,tex2D( _SmoothnessMap, Offset22 ).r,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,tex2D( _SmoothnessMap, Offset22 ).r,_SmoothFromMapSwitch) ),_SmoothRough) ) + ( _EmissionColor * ( _EmissionMultiplayer * lerp(tex2DNode33,( temp_output_3_0 * float4( 0,0,0,0 ) * tex2DNode33.a ),_EmissionSwitch) ) ) ) + ( pow( ( ( 1.0 - dotResult86 ) * _RimColor ) , temp_cast_2 ) * _RimIntens ) ).rgb; + o.Metallic = ( _Metallic * tex2DNode5.r ); + o.Smoothness = ( lerp(lerp(tex2DNode5.a,tex2D( _SmoothnessMap, Offset22 ).r,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,tex2D( _SmoothnessMap, Offset22 ).r,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + float4 tex2DNode70 = tex2D( _TransparentMap, Offset22 ); + o.Alpha = ( _AlbedoColor.a * lerp(tex2DNode70.r,tex2DNode70.a,_TransparentSwitch) ); + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard alpha:fade keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + sampler3D _DitherMaskLOD; + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); + fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + fixed4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; + surfIN.worldRefl = -worldViewDir; + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; + clip( alphaRef - 0.01 ); + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=14101 +141;179;1608;813;739.0967;-23.58453;1.429685;True;True +Node;AmplifyShaderEditor.RangedFloatNode;64;-3545.771,133.1267;Float;False;Constant;_ParalaxDepthCorrection;ParalaxDepthCorrection;20;0;Create;0.001;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;18;-3309.308,265.2168;Float;False;Property;_ParalaxOffset;ParalaxOffset;16;0;Create;0.001;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;67;-2507.129,-935.2653;Float;False;Property;_Tiling;Tiling;20;0;Create;1;0;0;0;1;FLOAT;0 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b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartTransparentAdditive.shader @@ -0,0 +1,409 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartTransparentAdditive" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _TransparentMap("TransparentMap", 2D) = "white" {} + _Cubemap("Cubemap", CUBE) = "white" {} + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _EmissionMap("EmissionMap", 2D) = "white" {} + _CubemapColor("CubemapColor", Color) = (1,1,1,1) + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _NormalMap("NormalMap", 2D) = "bump" {} + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_TransparentSwitch("TransparentSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 0 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _HeightMap("HeightMap", 2D) = "white" {} + _ParalaxOffset("ParalaxOffset", Float) = 0.001 + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _NormalMapDepth("NormalMapDepth", Float) = 1 + _Tiling("Tiling", Float) = 1 + _CubemapInens("CubemapInens", Float) = 1 + _RimColor("RimColor", Color) = (0,0,0,0) + _RimIntens("RimIntens", Float) = 1 + _RimPower("RimPower", Range( 1 , 10)) = 0.01 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } + Cull Back + Blend One One + BlendOp Add + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.0 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float3 viewDir; + INTERNAL_DATA + float3 worldRefl; + }; + + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float _Tiling; + uniform sampler2D _HeightMap; + uniform float4 _HeightMap_ST; + uniform float _ParalaxOffset; + uniform sampler2D _Albedo; + uniform float4 _AlbedoColor; + uniform float _CubemapInens; + uniform samplerCUBE _Cubemap; + uniform float4 _CubemapColor; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _MetallicMap; + uniform sampler2D _SmoothnessMap; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + uniform float4 _RimColor; + uniform float _RimPower; + uniform float _RimIntens; + uniform float _Metallic; + uniform float _Snoothness; + uniform float _TransparentSwitch; + uniform sampler2D _TransparentMap; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 temp_cast_0 = (_Tiling).xx; + float2 uv_TexCoord17 = i.uv_texcoord * temp_cast_0 + float2( 0,0 ); + float2 uv_HeightMap = i.uv_texcoord * _HeightMap_ST.xy + _HeightMap_ST.zw; + float temp_output_63_0 = ( 0.001 * _ParalaxOffset ); + float2 Offset16 = ( ( tex2D( _HeightMap, uv_HeightMap ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + uv_TexCoord17; + float2 Offset26 = ( ( tex2D( _HeightMap, Offset16 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset16; + float2 Offset31 = ( ( tex2D( _HeightMap, Offset26 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset26; + float2 Offset29 = ( ( tex2D( _HeightMap, Offset31 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset31; + float2 Offset20 = ( ( tex2D( _HeightMap, Offset29 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset29; + float2 Offset21 = ( ( tex2D( _HeightMap, Offset20 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset20; + float2 Offset53 = ( ( tex2D( _HeightMap, Offset21 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset21; + float2 Offset55 = ( ( tex2D( _HeightMap, Offset53 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset53; + float2 Offset58 = ( ( tex2D( _HeightMap, Offset55 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset55; + float2 Offset60 = ( ( tex2D( _HeightMap, Offset58 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset58; + float2 Offset62 = ( ( tex2D( _HeightMap, Offset60 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset60; + float2 Offset22 = ( ( tex2D( _HeightMap, Offset62 ).r - 1 ) * i.viewDir.xy * temp_output_63_0 ) + Offset62; + float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, Offset22 ) ,_NormalMapDepth ); + o.Normal = tex2DNode13; + float4 temp_output_3_0 = ( tex2D( _Albedo, Offset22 ) * _AlbedoColor ); + o.Albedo = temp_output_3_0.rgb; + float4 tex2DNode5 = tex2D( _MetallicMap, Offset22 ); + float4 tex2DNode33 = tex2D( _EmissionMap, Offset22 ); + float3 normalizeResult84 = normalize( i.viewDir ); + float dotResult86 = dot( tex2DNode13 , normalizeResult84 ); + float4 temp_cast_2 = (_RimPower).xxxx; + o.Emission = ( ( ( ( _CubemapInens * ( texCUBE( _Cubemap, WorldReflectionVector( i , tex2DNode13 ) ) * _CubemapColor ) ) * lerp(lerp(tex2DNode5.a,tex2D( _SmoothnessMap, Offset22 ).r,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,tex2D( _SmoothnessMap, Offset22 ).r,_SmoothFromMapSwitch) ),_SmoothRough) ) + ( _EmissionColor * ( _EmissionMultiplayer * lerp(tex2DNode33,( temp_output_3_0 * float4( 0,0,0,0 ) * tex2DNode33.a ),_EmissionSwitch) ) ) ) + ( pow( ( ( 1.0 - dotResult86 ) * _RimColor ) , temp_cast_2 ) * _RimIntens ) ).rgb; + o.Metallic = ( _Metallic * tex2DNode5.r ); + o.Smoothness = ( lerp(lerp(tex2DNode5.a,tex2D( _SmoothnessMap, Offset22 ).r,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,tex2D( _SmoothnessMap, Offset22 ).r,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + float4 tex2DNode70 = tex2D( _TransparentMap, Offset22 ); + o.Alpha = ( _AlbedoColor.a * lerp(tex2DNode70.r,tex2DNode70.a,_TransparentSwitch) ); + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + sampler3D _DitherMaskLOD; + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal( v.normal ); + fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + return o; + } + fixed4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z; + surfIN.worldRefl = -worldViewDir; + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; + clip( alphaRef - 0.01 ); + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=14101 +50;429;1608;813;739.0967;-23.58453;1.429685;True;True +Node;AmplifyShaderEditor.RangedFloatNode;64;-3545.771,133.1267;Float;False;Constant;_ParalaxDepthCorrection;ParalaxDepthCorrection;20;0;Create;0.001;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;18;-3309.308,265.2168;Float;False;Property;_ParalaxOffset;ParalaxOffset;17;0;Create;0.001;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode;67;-2507.129,-935.2653;Float;False;Property;_Tiling;Tiling;21;0;Create;1;0;0;0;1;FLOAT;0 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b/Assets/Resources/Cobwebs/CubemapsShaders/ASE_StandartVertexCDetails.shader @@ -0,0 +1,407 @@ +// Made with Amplify Shader Editor +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "ASE/ASE_StandartVertexCDetails" +{ + Properties + { + _Albedo("Albedo", 2D) = "white" {} + _AlbedoBaseDetail("AlbedoBaseDetail", 2D) = "white" {} + _AlbedoDetailStrenth("AlbedoDetailStrenth", Float) = 0 + _AlbedoColor("AlbedoColor", Color) = (1,1,1,1) + _EmissionMap("EmissionMap", 2D) = "white" {} + _EmissionColor("EmissionColor", Color) = (0,0,0,0) + _EmissionMultiplayer("EmissionMultiplayer", Float) = 0 + _DetailNormals("DetailNormals", 2D) = "bump" {} + _MaskIntens("MaskIntens", Range( 0 , 1)) = 0 + _MaskContrast("MaskContrast", Float) = 1 + _RVCMaskContrast("RVCMaskContrast", Range( 0 , 5)) = 1 + _YContrast("YContrast", Float) = 1 + _DetailNormalsScale("DetailNormalsScale", Float) = 1 + _RedNormals("RedNormals", 2D) = "bump" {} + _BVCNormalsScale("BVCNormalsScale", Float) = 1 + _NormalMap("NormalMap", 2D) = "bump" {} + _NormalMapDepth("NormalMapDepth", Float) = 1 + [Toggle]_SmoothFromMapSwitch("SmoothFromMapSwitch", Float) = 1 + [Toggle]_EmissionSwitch("EmissionSwitch", Float) = 0 + [Toggle]_SmoothRough("Smooth/Rough", Float) = 0 + _SmoothnessMap("SmoothnessMap", 2D) = "white" {} + _MetallicMap("MetallicMap", 2D) = "white" {} + _Snoothness("Snoothness", Float) = 1 + _Metallic("Metallic", Float) = 1 + _MetalicBrightnes("MetalicBrightnes", Range( 0 , 1)) = 0.4494838 + _RVCAlbedo("RVCAlbedo", 2D) = "white" {} + _Mask("Mask", 2D) = "white" {} + _RVCTint("RVCTint", Color) = (0,0,0,0) + _YProjTint("YProjTint", Color) = (0.4941176,0.4941176,0.4941176,0.4941176) + _AlbedoDetailBrightness("AlbedoDetailBrightness", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" } + Cull Back + CGINCLUDE + #include "UnityStandardUtils.cginc" + #include "UnityPBSLighting.cginc" + #include "Lighting.cginc" + #pragma target 3.5 + #ifdef UNITY_PASS_SHADOWCASTER + #undef INTERNAL_DATA + #undef WorldReflectionVector + #undef WorldNormalVector + #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; + #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) + #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) + #endif + struct Input + { + float2 uv_texcoord; + float4 vertexColor : COLOR; + float3 worldNormal; + INTERNAL_DATA + }; + + uniform float _DetailNormalsScale; + uniform sampler2D _DetailNormals; + uniform float4 _DetailNormals_ST; + uniform float _NormalMapDepth; + uniform sampler2D _NormalMap; + uniform float4 _NormalMap_ST; + uniform float _BVCNormalsScale; + uniform sampler2D _RedNormals; + uniform float4 _RedNormals_ST; + uniform sampler2D _Mask; + uniform float4 _Mask_ST; + uniform sampler2D _Albedo; + uniform float4 _Albedo_ST; + uniform float4 _AlbedoColor; + uniform float4 _RVCTint; + uniform sampler2D _RVCAlbedo; + uniform float4 _RVCAlbedo_ST; + uniform float _RVCMaskContrast; + uniform float4 _YProjTint; + uniform float _MaskIntens; + uniform float _YContrast; + uniform float _MaskContrast; + uniform sampler2D _AlbedoBaseDetail; + uniform float4 _AlbedoBaseDetail_ST; + uniform float _AlbedoDetailBrightness; + uniform float _AlbedoDetailStrenth; + uniform float4 _EmissionColor; + uniform float _EmissionMultiplayer; + uniform float _EmissionSwitch; + uniform sampler2D _EmissionMap; + uniform float4 _EmissionMap_ST; + uniform float _Metallic; + uniform sampler2D _MetallicMap; + uniform float4 _MetallicMap_ST; + uniform float _MetalicBrightnes; + uniform float _SmoothRough; + uniform float _SmoothFromMapSwitch; + uniform sampler2D _SmoothnessMap; + uniform float4 _SmoothnessMap_ST; + uniform float _Snoothness; + + void surf( Input i , inout SurfaceOutputStandard o ) + { + float2 uv_DetailNormals = i.uv_texcoord * _DetailNormals_ST.xy + _DetailNormals_ST.zw; + float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw; + float3 tex2DNode13 = UnpackScaleNormal( tex2D( _NormalMap, uv_NormalMap ) ,_NormalMapDepth ); + float2 uv_RedNormals = i.uv_texcoord * _RedNormals_ST.xy + _RedNormals_ST.zw; + float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw; + float4 tex2DNode114 = tex2D( _Mask, uv_Mask ); + float ifLocalVar243 = 0; + if( ( i.vertexColor.r * i.vertexColor.g * i.vertexColor.b ) >= 0.99 ) + ifLocalVar243 = 0.0; + else + ifLocalVar243 = i.vertexColor.b; + float HeightMask245 = saturate(pow(((tex2DNode114.r*ifLocalVar243)*4)+(ifLocalVar243*2),1.0)); + float3 lerpResult142 = lerp( BlendNormals( UnpackScaleNormal( tex2D( _DetailNormals, uv_DetailNormals ) ,_DetailNormalsScale ) , tex2DNode13 ) , BlendNormals( UnpackScaleNormal( tex2D( _RedNormals, uv_RedNormals ) ,_BVCNormalsScale ) , tex2DNode13 ) , HeightMask245); + o.Normal = lerpResult142; + float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; + float4 temp_output_3_0 = ( tex2D( _Albedo, uv_Albedo ) * _AlbedoColor ); + float2 uv_RVCAlbedo = i.uv_texcoord * _RVCAlbedo_ST.xy + _RVCAlbedo_ST.zw; + float4 blendOpSrc229 = temp_output_3_0; + float4 blendOpDest229 = ( _RVCTint * tex2D( _RVCAlbedo, uv_RVCAlbedo ) ); + float ifLocalVar231 = 0; + if( ( i.vertexColor.r * i.vertexColor.g * i.vertexColor.b ) >= 0.99 ) + ifLocalVar231 = 0.0; + else + ifLocalVar231 = i.vertexColor.r; + float clampResult228 = clamp( ifLocalVar231 , 0.0 , 1.0 ); + float HeightMask247 = saturate(pow(((tex2DNode114.r*clampResult228)*4)+(clampResult228*2),_RVCMaskContrast)); + float4 lerpResult246 = lerp( temp_output_3_0 , ( saturate( (( blendOpDest229 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest229 - 0.5 ) ) * ( 1.0 - blendOpSrc229 ) ) : ( 2.0 * blendOpDest229 * blendOpSrc229 ) ) )) , HeightMask247); + float4 blendOpSrc218 = lerpResult246; + float4 blendOpDest218 = _YProjTint; + float clampResult222 = clamp( ( ( WorldNormalVector( i , tex2DNode13 ).y - _MaskIntens ) * _YContrast ) , 0.0 , 1.0 ); + float HeightMask210 = saturate(pow(((tex2DNode114.r*clampResult222)*4)+(clampResult222*2),_MaskContrast)); + float clampResult219 = clamp( HeightMask210 , 0.0 , 1.0 ); + float4 lerpResult213 = lerp( lerpResult246 , ( saturate( (( blendOpDest218 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpDest218 - 0.5 ) ) * ( 1.0 - blendOpSrc218 ) ) : ( 2.0 * blendOpDest218 * blendOpSrc218 ) ) )) , clampResult219); + float2 uv_AlbedoBaseDetail = i.uv_texcoord * _AlbedoBaseDetail_ST.xy + _AlbedoBaseDetail_ST.zw; + float4 blendOpSrc157 = lerpResult213; + float4 blendOpDest157 = ( tex2D( _AlbedoBaseDetail, uv_AlbedoBaseDetail ) * _AlbedoDetailBrightness ); + float4 lerpResult159 = lerp( lerpResult213 , ( saturate( (( blendOpSrc157 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc157 - 0.5 ) ) * ( 1.0 - blendOpDest157 ) ) : ( 2.0 * blendOpSrc157 * blendOpDest157 ) ) )) , _AlbedoDetailStrenth); + o.Albedo = lerpResult159.rgb; + float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw; + float4 tex2DNode33 = tex2D( _EmissionMap, uv_EmissionMap ); + o.Emission = ( _EmissionColor * ( _EmissionMultiplayer * lerp(tex2DNode33,( temp_output_3_0 * tex2DNode33.a ),_EmissionSwitch) ) ).rgb; + float2 uv_MetallicMap = i.uv_texcoord * _MetallicMap_ST.xy + _MetallicMap_ST.zw; + float4 tex2DNode5 = tex2D( _MetallicMap, uv_MetallicMap ); + float lerpResult93 = lerp( tex2DNode5.r , 1.0 , _MetalicBrightnes); + o.Metallic = ( _Metallic * lerpResult93 ); + float2 uv_SmoothnessMap = i.uv_texcoord * _SmoothnessMap_ST.xy + _SmoothnessMap_ST.zw; + o.Smoothness = ( lerp(lerp(tex2DNode5.a,tex2D( _SmoothnessMap, uv_SmoothnessMap ).r,_SmoothFromMapSwitch),( 1.0 - lerp(tex2DNode5.a,tex2D( _SmoothnessMap, uv_SmoothnessMap ).r,_SmoothFromMapSwitch) ),_SmoothRough) * _Snoothness ); + o.Alpha = 1; + } + + ENDCG + CGPROGRAM + #pragma surface surf Standard keepalpha fullforwardshadows + + ENDCG + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + ZWrite On + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma multi_compile_shadowcaster + #pragma multi_compile UNITY_PASS_SHADOWCASTER + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #include "HLSLSupport.cginc" + #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) + #define CAN_SKIP_VPOS + #endif + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + struct v2f + { + V2F_SHADOW_CASTER; + float2 customPack1 : TEXCOORD1; + float4 tSpace0 : TEXCOORD2; + float4 tSpace1 : TEXCOORD3; + float4 tSpace2 : TEXCOORD4; + half4 color : COLOR0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + v2f vert( appdata_full v ) + { + v2f o; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_INITIALIZE_OUTPUT( v2f, o ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + Input customInputData; + float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; + half3 worldNormal = UnityObjectToWorldNormal( v.normal ); + half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); + half tangentSign = v.tangent.w * unity_WorldTransformParams.w; + half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; + o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); + o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); + o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); + o.customPack1.xy = customInputData.uv_texcoord; + o.customPack1.xy = v.texcoord; + TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) + o.color = v.color; + return o; + } + half4 frag( v2f IN + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + Input surfIN; + UNITY_INITIALIZE_OUTPUT( Input, surfIN ); + surfIN.uv_texcoord = IN.customPack1.xy; + float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); + half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); + surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); + surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; + surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; + surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; + surfIN.vertexColor = IN.color; + SurfaceOutputStandard o; + UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) + surf( surfIN, o ); + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + SHADOW_CASTER_FRAGMENT( IN ) + } + ENDCG + } + } + Fallback "Diffuse" + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=15401 +7;362;1643;791;1453.843;1890.142;1.83312;True;True 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caster != null && !caster.IsDead && !caster.IsStunned; + } + /// /// Configures the local variables the Validator will use /// diff --git a/Assets/Src/Entity/Base/BaseControllerKin.cs b/Assets/Src/Entity/Base/BaseControllerKin.cs index 414825d..e095c67 100644 --- a/Assets/Src/Entity/Base/BaseControllerKin.cs +++ b/Assets/Src/Entity/Base/BaseControllerKin.cs @@ -34,9 +34,6 @@ internal struct PlayerCharacterInputs internal bool JumpDown; internal bool CrouchDown; internal bool CrouchUp; - //internal bool ChargingDown; - //internal bool AttackL, AttackR, Spin; - //internal bool DodgeL, DodgeR, DodgeF, DodgeB; } /// @@ -92,7 +89,7 @@ internal abstract class BaseControllerKin : MonoBehaviour, ICharacterController protected Vector3 defaultCapsuleDimentions_; protected BaseCastValidator baseValidator_; protected EntityManager em_; - protected float _moveSpeedModifier = 0.0f; // [-1, +inf] + protected float _moveSpeedModifier = 0.0f; // [-inf, +inf] /// /// Called by SetInputs() for specific class @@ -484,6 +481,7 @@ public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) // See if we actually are allowed to jump if ( !_jumpConsumed + && _moveSpeedModifier > -1 && ( (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime @@ -511,7 +509,7 @@ public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) _jumpedThisFrame = true; } // See if we actually are allowed to jump - else if (DoubleJumpEnabled && !_doubleJumpConsumed && !Motor.GroundingStatus.IsStableOnGround) + else if (DoubleJumpEnabled && _moveSpeedModifier > -1 && !_doubleJumpConsumed && !Motor.GroundingStatus.IsStableOnGround) { // Calculate jump direction before ungrounding Vector3 jumpDirection = Motor.CharacterUp; diff --git a/Assets/Src/Entity/Buffs/QuickAttacksDebuffScript.cs b/Assets/Src/Entity/Buffs/QuickAttacksDebuffScript.cs new file mode 100644 index 0000000..0888d08 --- /dev/null +++ b/Assets/Src/Entity/Buffs/QuickAttacksDebuffScript.cs @@ -0,0 +1,31 @@ +internal class QuickAttacksDebuffScript : BaseBuff +{ + /// + /// Use this for initialization + /// + void Start() + { + debuff_duration_ = 4000; + buff_.target.Controller.setSpeedModifier(-1f); + } + + /// + /// Called at 60Hz + /// + void FixedUpdate() + { +#if !UNITY_SERVER + // +#else + if (DebuffIfElapsed()) + { + return; + } +#endif + } + + void OnDestroy() + { + buff_.target.Controller.setSpeedModifier(+1f); + } +} diff --git a/Assets/Src/Entity/Buffs/QuickAttacksDebuffScript.cs.meta b/Assets/Src/Entity/Buffs/QuickAttacksDebuffScript.cs.meta new file mode 100644 index 0000000..03082b9 --- /dev/null +++ b/Assets/Src/Entity/Buffs/QuickAttacksDebuffScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9c07e9bb3be91e64486eb5b8ff299f7b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Src/Entity/Buffs/SlowAttacksDebuffScript.cs b/Assets/Src/Entity/Buffs/SlowAttacksDebuffScript.cs new file mode 100644 index 0000000..49be5e5 --- /dev/null +++ b/Assets/Src/Entity/Buffs/SlowAttacksDebuffScript.cs @@ -0,0 +1,36 @@ +using static Globals; + +internal class SlowAttacksDebuffScript : BaseBuff +{ + /// + /// Use this for initialization + /// + void Start() + { + debuff_duration_ = 8000; + } + + /// + /// Called at 60Hz + /// + void FixedUpdate() + { +#if !UNITY_SERVER + // +#else + // tick at 2Hz + if (Globals.currTime_ms < last_tick_time_ms_ + 500) + return; + + if (DebuffIfElapsed()) + { + return; + } + + last_tick_time_ms_ = Globals.currTime_ms; + buff_.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(buff_.caster.Uid, buff_.target.Uid, CastCode.FighterQuickAttacksTick, 3)); +#endif + } + + void OnDestroy() { } +} diff --git a/Assets/Src/Entity/Buffs/SlowAttacksDebuffScript.cs.meta b/Assets/Src/Entity/Buffs/SlowAttacksDebuffScript.cs.meta new file mode 100644 index 0000000..9646b2d --- /dev/null +++ b/Assets/Src/Entity/Buffs/SlowAttacksDebuffScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b7e7f5e42e1c31489224b3a73944b1f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Src/Entity/Fighter/FighterCanvas.cs b/Assets/Src/Entity/Fighter/FighterCanvas.cs index b352f61..048e31c 100644 --- a/Assets/Src/Entity/Fighter/FighterCanvas.cs +++ b/Assets/Src/Entity/Fighter/FighterCanvas.cs @@ -9,6 +9,10 @@ internal class FighterCanvas : BaseCanvas SpellCharge_, SpellDodge_; private Sprite ComboSpin_, + ComboLifestealWeak_, + ComboLifestealStrong_, + ComboQuickAttacks_, + ComboSlowAttacks_, ComboEmpty_; private Text HpText_; private Image HpBar_; @@ -41,6 +45,10 @@ internal override void Awake() var comboSpritesTransform = transform.Find("ComboSprites"); ComboSpin_ = comboSpritesTransform.Find("Spin").GetComponent().sprite; + ComboLifestealWeak_ = comboSpritesTransform.Find("Lifesteal").GetComponent().sprite; + ComboLifestealStrong_ = comboSpritesTransform.Find("Lifesteal").GetComponent().sprite; + ComboQuickAttacks_ = comboSpritesTransform.Find("QuickAttacks").GetComponent().sprite; + ComboSlowAttacks_ = comboSpritesTransform.Find("SlowAttacks").GetComponent().sprite; ComboEmpty_ = comboSpritesTransform.Find("Empty").GetComponent().sprite; } @@ -133,9 +141,21 @@ internal void SetAttackCombo(int index, Globals.CastCode cc) case Globals.CastCode.FighterAttackRight: Combo_[index].sprite = SpellAttackRight_.sprite; break; - case Globals.CastCode.Spin: + case Globals.CastCode.FighterSpin: Combo_[index].sprite = ComboSpin_; break; + case Globals.CastCode.FighterLifestealWeak: + Combo_[index].sprite = ComboLifestealWeak_; + break; + case Globals.CastCode.FighterLifestealStrong: + Combo_[index].sprite = ComboLifestealStrong_; + break; + case Globals.CastCode.FighterQuickAttacks: + Combo_[index].sprite = ComboQuickAttacks_; + break; + case Globals.CastCode.FighterSlowAttacks: + Combo_[index].sprite = ComboSlowAttacks_; + break; default: break; } diff --git a/Assets/Src/Entity/Fighter/FighterCastValidator.cs b/Assets/Src/Entity/Fighter/FighterCastValidator.cs index 3c2c805..f0a22be 100644 --- a/Assets/Src/Entity/Fighter/FighterCastValidator.cs +++ b/Assets/Src/Entity/Fighter/FighterCastValidator.cs @@ -18,12 +18,37 @@ internal class FighterCastValidator : BaseCastValidator private CastCode[] comboCounter_ = { CastCode.None, CastCode.None, CastCode.None, CastCode.None, CastCode.None }; internal const int kComboBreakTime = 500; - internal const int kAttackLeftCooldown = 1000, - kAttackLeftRange = 2, - kAttackLeftDamage = 20; - internal const int kAttackRightCooldown = 2000, - kAttackRightRange = 2, - kAttackRightDamage = 40; + + internal class AttackInfo + { + // AttackInfo is for typical vector attacks (such as AttackLeft and AttackRight) + internal AttackInfo(int cd, int rng, int dmg) + { + kCooldown = cd; + kRange = rng; + kDamage = dmg; + } + + // combo pieces that don't have CD + internal AttackInfo(int rng, int dmg) + { + kCooldown = 0; + kRange = rng; + kDamage = dmg; + } + + internal readonly int kCooldown, + kRange, + kDamage; + } + + internal readonly AttackInfo kAttackLeft = new AttackInfo(1000, 2, 20); + internal readonly AttackInfo kAttackRight = new AttackInfo(2000, 3, 40); + internal readonly AttackInfo kLifestealWeak = new AttackInfo(2, 15); + internal readonly AttackInfo kLifestealStrong = new AttackInfo(3, 35); + internal readonly AttackInfo kQuickAttacks = new AttackInfo(2, 10); + internal readonly AttackInfo kSlowAttacks = new AttackInfo(3, 50); + internal const int kSpinLength = 600, kSpinRadius = 4, kSpinDamage = 15; @@ -33,7 +58,7 @@ internal class FighterCastValidator : BaseCastValidator kDodgeSpeed = 30; internal const float kDodgeLength_s = 0.15f; - internal readonly static CastCode[] kComboSpin1 = + internal readonly static CastCode[] kComboSpin = { CastCode.FighterAttackLeft, CastCode.FighterAttackRight, @@ -41,18 +66,17 @@ internal class FighterCastValidator : BaseCastValidator CastCode.FighterAttackRight, CastCode.FighterAttackLeft }; - internal readonly static CastCode[] kComboSpin2 = - { - CastCode.FighterAttackRight, - CastCode.FighterAttackLeft, - CastCode.FighterAttackRight, - CastCode.FighterAttackLeft, - CastCode.FighterAttackRight - }; + internal readonly static CastCode[] kComboLifestealStrong = { CastCode.FighterAttackLeft, CastCode.FighterAttackLeft, CastCode.FighterAttackRight }; + internal readonly static CastCode[] kComboLifestealWeak = { CastCode.FighterAttackRight, CastCode.FighterAttackRight, CastCode.FighterAttackLeft }; + internal readonly static CastCode[] kComboQuickAttacks = { CastCode.FighterAttackLeft, CastCode.FighterAttackLeft, CastCode.FighterAttackLeft }; + internal readonly static CastCode[] kComboSlowattacks = { CastCode.FighterAttackRight, CastCode.FighterAttackRight, CastCode.FighterAttackRight }; internal readonly static Tuple[] kCombos = { - new Tuple(CastCode.Spin, kComboSpin1), - new Tuple(CastCode.Spin, kComboSpin2) + new Tuple(CastCode.FighterSpin, kComboSpin), + new Tuple(CastCode.FighterLifestealWeak, kComboLifestealWeak), + new Tuple(CastCode.FighterLifestealStrong, kComboLifestealStrong), + new Tuple(CastCode.FighterQuickAttacks, kComboQuickAttacks), + new Tuple(CastCode.FighterSlowAttacks, kComboSlowattacks) }; private FighterCanvas fighterGui_; @@ -109,13 +133,45 @@ internal override bool SpecificProcessAck(CastRD rd) switch (cd) { - case CastCode.Spin: + case CastCode.FighterSpin: parent_.UnitAnimator.SetAnimatorTrigger(EntityAnimationTrigger.kFighterSpin); delayedEvents_.Add(currTime_ms + 300, rd); delayedEvents_.Add(currTime_ms + 700, rd); timeOfLastSpin_ = currTime_ms; - timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackLeftCooldown; + timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackLeft.kCooldown; + break; + case CastCode.FighterLifestealWeak: + parent_.UnitAnimator.SetAnimatorTrigger(EntityAnimationTrigger.kFighterAttackLeft); + delayedEvents_.Add(currTime_ms + 200, rd); + + timeOfLastAttackLeft_ = currTime_ms; + timeOfLastAttack_ = timeOfLastAttackLeft_; + timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackLeft.kCooldown; + break; + case CastCode.FighterLifestealStrong: + parent_.UnitAnimator.SetAnimatorTrigger(EntityAnimationTrigger.kFighterAttackRight); + delayedEvents_.Add(currTime_ms + 400, rd); + + timeOfLastAttackRight_ = currTime_ms; + timeOfLastAttack_ = timeOfLastAttackRight_; + timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackRight.kCooldown; + break; + case CastCode.FighterSlowAttacks: + parent_.UnitAnimator.SetAnimatorTrigger(EntityAnimationTrigger.kFighterAttackRight); + delayedEvents_.Add(currTime_ms + 400, rd); + + timeOfLastAttackRight_ = currTime_ms; + timeOfLastAttack_ = timeOfLastAttackRight_; + timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackRight.kCooldown; + break; + case CastCode.FighterQuickAttacks: + parent_.UnitAnimator.SetAnimatorTrigger(EntityAnimationTrigger.kFighterAttackLeft); + delayedEvents_.Add(currTime_ms + 200, rd); + + timeOfLastAttackLeft_ = currTime_ms; + timeOfLastAttack_ = timeOfLastAttackLeft_; + timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackLeft.kCooldown; break; case CastCode.FighterAttackLeft: parent_.UnitAnimator.SetAnimatorTrigger(EntityAnimationTrigger.kFighterAttackLeft); @@ -123,8 +179,8 @@ internal override bool SpecificProcessAck(CastRD rd) timeOfLastAttackLeft_ = currTime_ms; timeOfLastAttack_ = timeOfLastAttackLeft_; - lastAttackCooldown = kAttackLeftCooldown; - timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackLeftCooldown; + lastAttackCooldown = kAttackLeft.kCooldown; + timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackLeft.kCooldown; break; case CastCode.FighterAttackRight: parent_.UnitAnimator.SetAnimatorTrigger(EntityAnimationTrigger.kFighterAttackRight); @@ -132,8 +188,8 @@ internal override bool SpecificProcessAck(CastRD rd) timeOfLastAttackRight_ = currTime_ms; timeOfLastAttack_ = timeOfLastAttackRight_; - lastAttackCooldown = kAttackRightCooldown; - timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackRightCooldown; + lastAttackCooldown = kAttackRight.kCooldown; + timeWhenLastAttackCooldownEnded_ = currTime_ms + kAttackRight.kCooldown; break; case CastCode.FighterCharge: timeOfLastCharge_ = currTime_ms; @@ -147,7 +203,6 @@ internal override bool SpecificProcessAck(CastRD rd) ServerChargeStun(rd as TargetedCastRD); #endif chargeHasStunned_ = true; - break; case CastCode.DodgeBack: parent_.UnitAnimator.SetAnimatorTrigger(EntityAnimationTrigger.kFighterDodgeBack); @@ -175,7 +230,6 @@ internal override bool SpecificProcessAck(CastRD rd) } #if !UNITY_SERVER - // Actual client's controller, not the controller of other entities if (parent_.Uid == ClientGameLoop.CGL.UnitEntity.Uid) { ShiftCombo(cd); @@ -191,13 +245,19 @@ internal override bool SpecificProcessAck(CastRD rd) /// true if CastRD was processed correctly internal override bool SpecificProcessDelayedCast(CastRD rd) { + // no need to check rd.type, just return if we're not in control anymore + if (!EntityInControl(rd)) + { + return true; + } + switch (rd.type) { - case CastCode.Spin: + case CastCode.FighterSpin: #if !UNITY_SERVER - ClientSpin(rd); + ClientFighterSpin(rd); #else - ServerSpin(rd); + ServerFighterSpin(rd); #endif break; case CastCode.FighterAttackLeft: @@ -212,6 +272,34 @@ internal override bool SpecificProcessDelayedCast(CastRD rd) ClientAttackRight(rd); #else ServerAttackRight(rd); +#endif + break; + case CastCode.FighterLifestealWeak: +#if !UNITY_SERVER + ClientLifestealWeak(rd); +#else + ServerLifestealWeak(rd); +#endif + break; + case CastCode.FighterLifestealStrong: +#if !UNITY_SERVER + ClientLifestealStrong(rd); +#else + ServerLifestealStrong(rd); +#endif + break; + case CastCode.FighterQuickAttacks: +#if !UNITY_SERVER + ClientQuickAttacks(rd); +#else + ServerQuickAttacks(rd); +#endif + break; + case CastCode.FighterSlowAttacks: +#if !UNITY_SERVER + ClientSlowAttacks(rd); +#else + ServerSlowAttacks(rd); #endif break; case CastCode.FighterCharge: @@ -254,15 +342,23 @@ internal override void SpecificServersideCheck(CastRD rd) // shift and add new cast ShiftCombo(rd.type); - //GameDebug.Log(comboCounter[0]+" "+ comboCounter[1] + " " + comboCounter[2] + " " + comboCounter[3] + " " + comboCounter[4]); + // GameDebug.Log(comboCounter_[0] + " " + comboCounter_[1] + " " + comboCounter_[2] + " " + comboCounter_[3] + " " + comboCounter_[4]); //if combo foreach (Tuple combo in kCombos) { - if (Enumerable.SequenceEqual(comboCounter_, combo.Item2)) + bool validCombo = true; + for (int idx = 1; idx <= comboCounter_.Length && idx <= combo.Item2.Length; ++idx) + { + if (comboCounter_[comboCounter_.Length - idx] != combo.Item2[combo.Item2.Length - idx]) + { + validCombo = false; + break; + } + } + + if (validCombo) { - comboCounter_ = new CastCode[] { CastCode.None, CastCode.None, CastCode.None, CastCode.None, CastCode.None }; - timeWhenLastAttackCooldownEnded_ = 0; rd.type = combo.Item1; return; } @@ -337,8 +433,18 @@ internal void CheckAndResetCombo() /// the new cast private void ShiftCombo(CastCode cd) { - if (cd != CastCode.FighterAttackLeft && cd != CastCode.FighterAttackRight && cd != CastCode.Spin) + if ( + cd != CastCode.FighterAttackLeft + && cd != CastCode.FighterAttackRight + && cd != CastCode.FighterSpin + && cd != CastCode.FighterLifestealWeak + && cd != CastCode.FighterLifestealStrong + && cd != CastCode.FighterQuickAttacks + && cd != CastCode.FighterSlowAttacks + ) + { return; + } int lastIndex = comboCounter_.Length - 1; // shift and add new cast @@ -357,10 +463,10 @@ private void ShiftCombo(CastCode cd) } /// - /// Client-side call. Fighter casts a Spin + /// Client-side call. Fighter casts a FighterSpin /// - /// the Spin cast - private void ClientSpin(CastRD rd) + /// the FighterSpin cast + private void ClientFighterSpin(CastRD rd) { List collidedTargets = CollisionChecker.CheckExplosionRadius(cameraTarget_.transform.position, kSpinRadius, gameObject_); @@ -373,32 +479,32 @@ private void ClientSpin(CastRD rd) } /// - /// Server-side call. Fighter casts a Spin + /// Server-side call. Fighter casts a FighterSpin /// - /// the Spin cast - private void ServerSpin(CastRD rd) + /// the FighterSpin cast + private void ServerFighterSpin(CastRD rd) { List collidedTargets = CollisionChecker.CheckExplosionRadius(cameraTarget_.transform.position, kSpinRadius, gameObject_); foreach (UnitEntity otherChar in collidedTargets) { otherChar.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, otherChar.Uid, rd.type, kSpinDamage)); - GameDebug.Log("Spin: " + otherChar.Name + " @ " + otherChar.Health); + GameDebug.Log("FighterSpin: " + otherChar.Name + " @ " + otherChar.Health); } } + private (UnitEntity, Vector3) VectorAttack(AttackInfo atk) + { + return CollisionChecker.CheckCollisionForwardOnEnemies(cameraTarget_.transform.position, atk.kRange, gameObject_); + } + /// /// Client-side call. Fighter casts an FighterAttackLeft /// /// the FighterAttackLeft cast private void ClientAttackLeft(CastRD rd) { - UnitEntity source = parent_.EntityManager.FindUnitEntityByUid(rd.caster_uid); - (UnitEntity collidedTarget, Vector3 collisionPoint) = CollisionChecker.CheckCollisionForwardOnEnemies( - cameraTarget_.transform.position, - kAttackLeftRange, - gameObject_ - ); + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kAttackLeft); if (collidedTarget != null) { @@ -412,15 +518,11 @@ private void ClientAttackLeft(CastRD rd) /// the FighterAttackLeft cast private void ServerAttackLeft(CastRD rd) { - (UnitEntity collidedTarget, Vector3 collisionPoint) = CollisionChecker.CheckCollisionForwardOnEnemies( - cameraTarget_.transform.position, - kAttackLeftRange, - gameObject_ - ); + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kAttackLeft); if (collidedTarget != null) { - collidedTarget.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, collidedTarget.Uid, rd.type, kAttackLeftDamage)); + collidedTarget.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, collidedTarget.Uid, rd.type, kAttackLeft.kDamage)); GameDebug.Log("FighterAttackLeft: " + collidedTarget.Name + " @ " + collidedTarget.Health); } } @@ -431,12 +533,7 @@ private void ServerAttackLeft(CastRD rd) /// the FighterAttackRight cast private void ClientAttackRight(CastRD rd) { - UnitEntity source = parent_.EntityManager.FindUnitEntityByUid(rd.caster_uid); - (UnitEntity collidedTarget, Vector3 collisionPoint) = CollisionChecker.CheckCollisionForwardOnEnemies( - cameraTarget_.transform.position, - kAttackRightRange, - gameObject_ - ); + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kAttackRight); if (collidedTarget != null) { @@ -450,19 +547,141 @@ private void ClientAttackRight(CastRD rd) /// the FighterAttackRight cast private void ServerAttackRight(CastRD rd) { - (UnitEntity collidedTarget, Vector3 collisionPoint) = CollisionChecker.CheckCollisionForwardOnEnemies( - cameraTarget_.transform.position, - kAttackRightRange, - gameObject_ - ); + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kAttackRight); if (collidedTarget != null) { - collidedTarget.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, collidedTarget.Uid, rd.type, kAttackRightDamage)); + collidedTarget.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, collidedTarget.Uid, rd.type, kAttackRight.kDamage)); GameDebug.Log("FighterAttackRight: " + collidedTarget.Name + " @ " + collidedTarget.Health); } } + /// + /// Client-side call. Fighter casts a FighterLifestealWeak + /// + /// the FighterLifestealWeak cast + private void ClientLifestealWeak(CastRD rd) + { + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kLifestealWeak); + if (collidedTarget != null) + { + ClientGameLoop.CGL.LocalEntityManager.AddLocalEffect(new GenericTemporaryEffect(collisionPoint, Quaternion.identity, 0.2f, Globals.kFighterHitPrefab, 1000)); + ClientGameLoop.CGL.LocalEntityManager.AddLocalEffect( + new GenericTemporaryEffect(parent_.TargetingTransform.position, Quaternion.identity, 0.2f, Globals.kFighterHealPrefab, 1000) + ); + } + } + + /// + /// Server-side call. Fighter casts a FighterLifestealWeak + /// + /// the FighterLifestealWeak cast + private void ServerLifestealWeak(CastRD rd) + { + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kLifestealWeak); + + if (collidedTarget != null) + { + collidedTarget.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, collidedTarget.Uid, rd.type, kLifestealWeak.kDamage)); + parent_.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, parent_.Uid, CastCode.FighterLifestealWeakHeal, kLifestealWeak.kDamage)); + GameDebug.Log("FighterLifestealWeak: " + collidedTarget.Name + " @ " + collidedTarget.Health); + } + } + + /// + /// Client-side call. Fighter casts a FighterLifestealStrong + /// + /// the FighterLifestealStrong cast + private void ClientLifestealStrong(CastRD rd) + { + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kLifestealStrong); + if (collidedTarget != null) + { + ClientGameLoop.CGL.LocalEntityManager.AddLocalEffect(new GenericTemporaryEffect(collisionPoint, Quaternion.identity, 0.4f, Globals.kFighterHitPrefab, 1000)); + ClientGameLoop.CGL.LocalEntityManager.AddLocalEffect( + new GenericTemporaryEffect(parent_.TargetingTransform.position, Quaternion.identity, 0.4f, Globals.kFighterHealPrefab, 1000) + ); + } + } + + /// + /// Server-side call. Fighter casts a FighterLifestealStrong + /// + /// the FighterLifestealStrong cast + private void ServerLifestealStrong(CastRD rd) + { + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kLifestealStrong); + + if (collidedTarget != null) + { + collidedTarget.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, collidedTarget.Uid, rd.type, kLifestealStrong.kDamage)); + parent_.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, parent_.Uid, CastCode.FighterLifestealStrongHeal, kLifestealStrong.kDamage)); + GameDebug.Log("FighterLifestealStrong: " + collidedTarget.Name + " @ " + collidedTarget.Health); + } + } + + /// + /// Client-side call. Fighter casts a FighterQuickAttacks + /// + /// the FighterQuickAttacks cast + private void ClientQuickAttacks(CastRD rd) + { + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kQuickAttacks); + if (collidedTarget != null) + { + ClientGameLoop.CGL.LocalEntityManager.AddLocalEffect(new GenericTemporaryEffect(collisionPoint, Quaternion.identity, 0.25f, Globals.kFighterHitPrefab, 1000)); + } + } + + /// + /// Server-side call. Fighter casts a FighterQuickAttacks + /// + /// the FighterQuickAttacks cast + private void ServerQuickAttacks(CastRD rd) + { + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kQuickAttacks); + + if (collidedTarget != null) + { + collidedTarget.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, collidedTarget.Uid, rd.type, kQuickAttacks.kDamage)); + collidedTarget.EntityManager.AsyncCreateTempEvent( + new BuffRD(collidedTarget.EntityManager.GetValidNpcUid(), parent_.Uid, collidedTarget.Uid, Globals.BuffEntityCode.kQuickAttacksDebuff) + ); + GameDebug.Log("FighterQuickAttacks: " + collidedTarget.Name + " @ " + collidedTarget.Health); + } + } + + /// + /// Client-side call. Fighter casts a FighterSlowAttacks + /// + /// the FighterSlowAttacks cast + private void ClientSlowAttacks(CastRD rd) + { + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kSlowAttacks); + if (collidedTarget != null) + { + ClientGameLoop.CGL.LocalEntityManager.AddLocalEffect(new GenericTemporaryEffect(collisionPoint, Quaternion.identity, 0.4f, Globals.kFighterHitPrefab, 1000)); + } + } + + /// + /// Server-side call. Fighter casts a FighterSlowAttacks + /// + /// the FighterSlowAttacks cast + private void ServerSlowAttacks(CastRD rd) + { + (UnitEntity collidedTarget, Vector3 collisionPoint) = VectorAttack(kSlowAttacks); + + if (collidedTarget != null) + { + collidedTarget.EntityManager.AsyncCreateTempEvent(new CombatEffectRD(parent_.Uid, collidedTarget.Uid, rd.type, kSlowAttacks.kDamage)); + collidedTarget.EntityManager.AsyncCreateTempEvent( + new BuffRD(collidedTarget.EntityManager.GetValidNpcUid(), parent_.Uid, collidedTarget.Uid, Globals.BuffEntityCode.kSlowAttacksDebuff) + ); + GameDebug.Log("FighterSlowAttacks: " + collidedTarget.Name + " @ " + collidedTarget.Health); + } + } + /// /// Server-side call. Fighter casts an FighterAttackRight /// diff --git a/Assets/Src/Entity/Generic/UnitEntity.cs b/Assets/Src/Entity/Generic/UnitEntity.cs index 0b60db6..114eaf5 100644 --- a/Assets/Src/Entity/Generic/UnitEntity.cs +++ b/Assets/Src/Entity/Generic/UnitEntity.cs @@ -339,7 +339,6 @@ private void SetProperCharacterState() GameDebug.Log("SetProperCharacterState"); if (IsDead) { - GameDebug.Log("DEAD"); Controller.TransitionToState(CharacterState.Dead); } else if (LeashedBy != null) diff --git a/Assets/Src/Entity/Mage/MageCastValidator.cs b/Assets/Src/Entity/Mage/MageCastValidator.cs index eba88fd..b7e0ad6 100644 --- a/Assets/Src/Entity/Mage/MageCastValidator.cs +++ b/Assets/Src/Entity/Mage/MageCastValidator.cs @@ -147,6 +147,8 @@ internal override bool SpecificProcessAck(CastRD rd) /// true if CastRD was processed correctly internal override bool SpecificProcessDelayedCast(CastRD rd) { + // all casts are either instant or channeled (they check for validity on their own), so we dont do any EntityInControl checks + switch (rd.type) { case CastCode.MageFireflash: diff --git a/Assets/Src/Entity/Monsters/MonsterCastValidator.cs b/Assets/Src/Entity/Monsters/MonsterCastValidator.cs index 6366f0e..a4dbee0 100644 --- a/Assets/Src/Entity/Monsters/MonsterCastValidator.cs +++ b/Assets/Src/Entity/Monsters/MonsterCastValidator.cs @@ -151,6 +151,19 @@ internal override bool SpecificProcessAck(CastRD rd) /// true if CastRD was processed correctly internal override bool SpecificProcessDelayedCast(CastRD rd) { + if ( + rd.type == CastCode.MonsterAttackLeft + || rd.type == CastCode.MonsterAttackRight + || rd.type == CastCode.MonsterRangedAttack + || rd.type == CastCode.ThorChainLightning + ) + { + if (!EntityInControl(rd)) + { + return true; + } + } + switch (rd.type) { case CastCode.MonsterAttackLeft: @@ -161,6 +174,7 @@ internal override bool SpecificProcessDelayedCast(CastRD rd) #endif break; case CastCode.MonsterAttackRight: + // not implemented #if !UNITY_SERVER // #else @@ -256,7 +270,7 @@ private void ClientAttackLeft(TargetedCastRD rd) return; } ClientGameLoop.CGL.LocalEntityManager.AddLocalEffect( - new GenericTemporaryEffect(target.TargetingTransform.position, Quaternion.identity, 0.5f, Globals.kMonsterHitPrefab, 1000) + new GenericTemporaryEffect(target.TargetingTransform.position, Quaternion.identity, 0.2f, Globals.kMonsterHitPrefab, 1000) ); } diff --git a/Assets/Src/Entity/Sniper/SniperCastValidator.cs b/Assets/Src/Entity/Sniper/SniperCastValidator.cs index ed0e549..04ed6b1 100644 --- a/Assets/Src/Entity/Sniper/SniperCastValidator.cs +++ b/Assets/Src/Entity/Sniper/SniperCastValidator.cs @@ -610,6 +610,14 @@ internal float CooldownWeaponMedigun() /// true if CastRD was processed correctly internal override bool SpecificProcessDelayedCast(CastRD rd) { + if (rd.type == CastCode.SniperWeaponRifleAlternate) + { + if (!EntityInControl(rd)) + { + return true; + } + } + switch (rd.type) { case SniperWeaponRifleAlternate: diff --git a/Assets/Src/Globals/Globals.cs b/Assets/Src/Globals/Globals.cs index a198aa0..234b7b2 100644 --- a/Assets/Src/Globals/Globals.cs +++ b/Assets/Src/Globals/Globals.cs @@ -16,7 +16,14 @@ internal enum CastCode DodgeBack, FighterAttackLeft, FighterAttackRight, - Spin, + FighterSpin, + FighterLifestealWeak, + FighterLifestealWeakHeal, + FighterLifestealStrong, + FighterLifestealStrongHeal, + FighterQuickAttacks, + FighterQuickAttacksTick, + FighterSlowAttacks, SniperWeaponRifleFire, SniperWeaponRifleAlternate, SniperWeaponShotgunFire, @@ -66,7 +73,9 @@ internal static bool IsHealingSpell(CastCode val) || val == CastCode.SniperWeaponMedigunFire || val == CastCode.SniperWeaponMedigunAlternate || val == CastCode.MageRenew - || val == CastCode.MageRenewEnd; + || val == CastCode.MageRenewEnd + || val == CastCode.FighterLifestealWeakHeal + || val == CastCode.FighterLifestealStrongHeal; } internal static long currTime_ms; @@ -102,6 +111,7 @@ internal static bool IsHealingSpell(CastCode val) internal static GameObject kSniperWeaponShotgun = Resources.Load("Prefabs/SniperWeaponShotgun") as GameObject; internal static GameObject kSniperWeaponMedigun = Resources.Load("Prefabs/SniperWeaponMedigun") as GameObject; internal static GameObject kFighterHitPrefab = Resources.Load("Prefabs/FighterHit") as GameObject; + internal static GameObject kFighterHealPrefab = Resources.Load("Prefabs/FighterLifesteal") as GameObject; internal static GameObject kArcaneflashPrefab = Resources.Load("Prefabs/Arcaneflash") as GameObject; internal static GameObject kSniperMuzzleRiflePrefab = Resources.Load("Prefabs/SniperMuzzleRifle") as GameObject; internal static GameObject kMonsterHitPrefab = Resources.Load("Prefabs/MonsterHit") as GameObject; @@ -115,6 +125,8 @@ internal static bool IsHealingSpell(CastCode val) internal static GameObject kChargeStunPrefab = Resources.Load("Prefabs/ChargeStun") as GameObject; internal static GameObject kFireflashDotPrefab = Resources.Load("Prefabs/FireflashDot") as GameObject; internal static GameObject kFrostflashSlowPrefab = Resources.Load("Prefabs/FrostflashSlow") as GameObject; + internal static GameObject kSlowAttacksDotPrefab = Resources.Load("Prefabs/SlowAttacksDot") as GameObject; + internal static GameObject kQuickAttacksRestrainPrefab = Resources.Load("Prefabs/QuickAttacksRestrain") as GameObject; // Monsters internal static GameObject kFreyjaPrefab = Resources.Load("Prefabs/Freyja") as GameObject; @@ -152,7 +164,9 @@ internal enum BuffEntityCode { kChargeDebuff, kFireflashDebuff, - kFrostflashDebuff + kFrostflashDebuff, + kQuickAttacksDebuff, + kSlowAttacksDebuff }; internal static Dictionary UnitEntityCodes = new Dictionary @@ -181,7 +195,9 @@ internal enum BuffEntityCode { { BuffEntityCode.kChargeDebuff, kChargeStunPrefab }, { BuffEntityCode.kFireflashDebuff, kFireflashDotPrefab }, - { BuffEntityCode.kFrostflashDebuff, kFrostflashSlowPrefab } + { BuffEntityCode.kFrostflashDebuff, kFrostflashSlowPrefab }, + { BuffEntityCode.kQuickAttacksDebuff, kQuickAttacksRestrainPrefab }, + { BuffEntityCode.kSlowAttacksDebuff, kSlowAttacksDotPrefab } }; internal static Dictionary> UnitEntityScripts = new Dictionary> @@ -206,7 +222,9 @@ internal enum BuffEntityCode { { BuffEntityCode.kChargeDebuff, AddComponent }, { BuffEntityCode.kFireflashDebuff, AddComponent }, - { BuffEntityCode.kFrostflashDebuff, AddComponent } + { BuffEntityCode.kFrostflashDebuff, AddComponent }, + { BuffEntityCode.kQuickAttacksDebuff, AddComponent }, + { BuffEntityCode.kSlowAttacksDebuff, AddComponent } }; internal enum EntityAnimation diff --git a/README.md b/README.md index 77e151d..ba41be7 100644 --- a/README.md +++ b/README.md @@ -20,7 +20,7 @@ When players ascend to the next floor, a copy of their character is made that as For server health, we would want to keep a decent amount of players per floor. Because most players accumulate on the top floors, we would probably have lower floors with a single server, and top floors with multiple ones. Players could choose their server per floor, and once the maximum floor changed (as more floors are added), servers would be merged. Bots could also be considered to fill events requiring a specific amount of people (like the 50-player arena on Floor 1). It is important to keep the amount of servers fluid: react quickly to player-base trends, split and merge as necessary. What classes are there in Babel? -- The Fighter: third person camera, plays similarly to a JRPG, with simple controls but complex combos. The fighter acts like a melee brawler or warrior, having high health and dealing good melee single target damage. The fighter is also able to enter a defensive stance, dealing less damage, but also healing himself and taking reduced damage. +- The Fighter: third person camera, plays similarly to a JRPG, with simple controls but complex combos. The fighter acts like a melee brawler or warrior, having high health and dealing good melee single target damage. The fighter is also able to enter a defensive stance, dealing less damage, but also healing himself and taking reduced damage. Currently, Fighter has a Charge attack, a Dodge ability, and 5 combos (Spinning, 2x Lifesteal, Bleed, and Restrain). - The Sniper: first person camera, plays similarly to a FPS, with simple controls and high-skill ceiling. The sniper is a ranged attacker with long, medium, and close range options. The sniper might also heal himself or his allies with a medi-gun. - The Strategist: third person camera, plays similarly to a MOBA, with simple controls but complex combos. The strategist is an AoE attacker with short and medium range directional abilities. He excels at controlling the battlefield (freezing enemies, shielding allies, creating physical barriers, pushing targets away). - The Mage: third person camera, plays similarly to an MMO, with complex controls. The mage is a ranged attacker with long and medium range options. The mage targets his enemies/allies and casts spells (some helpful, others harmful) at them, often having low mobility. @@ -76,7 +76,7 @@ There are many things to add: - Rework animations. Legs and torso should be separate, such that movement doesn't affect punches or other anymations. - Implement a friendly NPC system, who could be interacted with as a vendor or quest giver - Implement more skills and talents for all classes -- Make things pretty (we're just adding the same laser over and over, and using colored circles for visual effects) +- Make things prettier - Add CI: unit and integration tests - Add containers (dockerfiles)