├── .gitignore
├── GearsHammerUnityProject
├── Assets
│ ├── HammerOfDawn.unity
│ ├── HammerOfDawn.unity.meta
│ ├── Main Camera Profile.asset
│ ├── Main Camera Profile.asset.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Beam.mat
│ │ ├── Beam.mat.meta
│ │ ├── Dust.mat
│ │ ├── Dust.mat.meta
│ │ ├── Ground.mat
│ │ ├── Ground.mat.meta
│ │ ├── Lightning.mat
│ │ └── Lightning.mat.meta
│ ├── Objects.meta
│ ├── Objects
│ │ ├── Beam.fbx
│ │ ├── Beam.fbx.meta
│ │ ├── Ground.fbx
│ │ └── Ground.fbx.meta
│ ├── SequenceController.cs
│ ├── SequenceController.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── Beam.shader
│ │ ├── Beam.shader.meta
│ │ ├── Ground.shader
│ │ └── Ground.shader.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── Dust.png
│ │ ├── Dust.png.meta
│ │ ├── PerlinNoise.png
│ │ └── PerlinNoise.png.meta
├── Packages
│ └── manifest.json
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── XRSettings.asset
├── LICENSE
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
37 |
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Controller script for the whole animation
5 | /// Handles ground, beam, light, camera shake and particles
6 | ///
7 | public class SequenceController : MonoBehaviour
8 | {
9 | ///
10 | /// 0 is the start of the sequence, 1 the end
11 | ///
12 | [Range(0,1)]
13 | public float SequenceVal;
14 |
15 | ///
16 | /// The material of the ground. Used for setting the sequence var there
17 | ///
18 | public Material GroundMat;
19 | ///
20 | /// The material of the beam. Used for setting the sequence variable there
21 | ///
22 | public Material BeamMat;
23 |
24 | ///
25 | /// Point light used for simulation additional emission from the beam
26 | ///
27 | public Light LaserLight;
28 |
29 | ///
30 | /// The dust particle systems
31 | ///
32 | public GameObject[] ParticleSystems;
33 |
34 | ///
35 | /// The particle system transform of the lightning
36 | /// This one always stays on, however it scales based on the beam width
37 | ///
38 | public Transform LightningParticles;
39 |
40 | ///
41 | /// Transform component of the camera
42 | /// Nested inside an empty parent to allow orbital movement while shaking the screen
43 | ///
44 | public Transform CameraTransform;
45 |
46 | //Cacke the shader properties to avoid string comparisons
47 | private static readonly int Sequence = Shader.PropertyToID("_Sequence");
48 | private static readonly int HeightMax = Shader.PropertyToID("_Sequence");
49 |
50 | //Handle the sequence loop
51 | private void Update()
52 | {
53 | //Current sequence duration is 5s
54 | SequenceVal += Time.deltaTime * 0.2f;
55 | if (SequenceVal > 1.0f)
56 | {
57 | SequenceVal = 0.0f;
58 | CameraTransform.localPosition = Vector3.zero;
59 | }
60 |
61 | //Orbit camera rotation
62 | Transform localTransform;
63 | (localTransform = transform).rotation = Quaternion.Euler(45.0f, SequenceVal * 120.0f + 15.0f, 0);
64 | localTransform.position = -(localTransform.rotation * (Vector3.forward * 2.5f));
65 |
66 | //The first part of the sequence behaves differently from the second part
67 | if (SequenceVal < 0.1f)
68 | {
69 | //Ground Material
70 | GroundMat.SetFloat(Sequence, 0.01f - SequenceVal * 0.1f);
71 |
72 | //Beam Material
73 | BeamMat.SetFloat(HeightMax, Mathf.Pow(SequenceVal * 10.0f, 5.0f));
74 |
75 | //Light
76 | LaserLight.intensity = SequenceVal * 8.0f;
77 |
78 | //Particle System
79 | foreach (GameObject go in ParticleSystems)
80 | go.SetActive(false);
81 |
82 | //Lighting Particles
83 | LightningParticles.localScale = new Vector3(0.4f, 0.4f, 1.0f);
84 | }
85 | else
86 | {
87 | //Ground Material
88 | GroundMat.SetFloat(Sequence, SequenceVal * 1.09f - 0.09f);
89 |
90 | //Beam Material
91 | BeamMat.SetFloat(HeightMax, 1.0f);
92 |
93 | //Light
94 | LaserLight.intensity = Mathf.Sin(Time.time * 30.0f) * 0.03f +
95 | Mathf.Sin(Time.time * 50.0f) * 0.03f +
96 | Mathf.Sin(Time.time * 7.0f) * 0.01f +
97 | 0.8f;
98 |
99 | //Particle System
100 | foreach (GameObject go in ParticleSystems)
101 | {
102 | go.SetActive(true);
103 | }
104 |
105 | //Lighting Particles
106 | LightningParticles.localScale = Vector3.one;
107 |
108 | //Camera shake
109 | CameraTransform.localPosition = Random.insideUnitSphere * 0.04f * (1.0f - SequenceVal);
110 | }
111 | }
112 | }
113 |
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1 | Shader "Lexdev/GearsHammer/Beam"
2 | {
3 | Properties
4 | {
5 | //Color properties
6 | _Color ("Color", Color) = (1,1,1,1)
7 | _Emission ("Emission", Color) = (1,1,1,1)
8 |
9 | //0 = start of the sequence (small beam at the bottom), 1 = end of sequence (large beam)
10 | _Sequence("Sequence Value", Range(0,1)) = 0.1
11 |
12 | //Changes the width of the whole beam
13 | _Width("Width Multiplier", Range(1,3)) = 2
14 |
15 | //Noise
16 | _NoiseFrequency("Noise Frequency", Range(1,100)) = 50.0
17 | _NoiseLength("Noise Length", Range(0.01,1.0)) = 0.25
18 | _NoiseIntensity("Noise Intensity", Range(0,0.1)) = 0.02
19 | }
20 | SubShader
21 | {
22 | CGPROGRAM
23 |
24 | //Add a vertex function
25 | #pragma surface surf Standard vertex:vert
26 |
27 | //Unity's surface shaders require an input struct which cannot be empty
28 | struct Input
29 | {
30 | float4 color;
31 | };
32 |
33 | //Property variables
34 | fixed4 _Color;
35 | fixed4 _Emission;
36 |
37 | float _Sequence;
38 | float _Width;
39 | float _NoiseFrequency;
40 | float _NoiseLength;
41 | float _NoiseIntensity;
42 |
43 | //Vertex function. Controls the width of the beam
44 | void vert(inout appdata_full v)
45 | {
46 | float beamHeight = 20.0f; //The Height of the beam object
47 | float pi = 3.141f; //Roughly the value of pi. Good enough for us
48 |
49 | float scaledSeq = (1.0f - _Sequence) * 2.0f - 1.0f; //Invert the sequence value and scale it to [-1;1]
50 | float scaledHeightMax = scaledSeq * beamHeight; //The sequence value scaled with the height of the beam object
51 |
52 | //Create a maximum that moves from the top to the bottom of the beam based on the sequence value
53 | float cosVal = cos(pi * (v.vertex.z / beamHeight - scaledSeq));
54 | //Calculate the width of the beam below the maximum
55 | float width = lerp(0.05f * (beamHeight - scaledHeightMax + 0.5f), cosVal, pow(smoothstep(scaledHeightMax - 8.0f, scaledHeightMax, v.vertex.z), 0.1f));
56 | //Calculate the width of the beam above the maximum
57 | width = lerp(width, 0.4f, smoothstep(scaledHeightMax, scaledHeightMax + 10.0f, v.vertex.z));
58 |
59 | //Apply the calculated width to the beam
60 | v.vertex.xy *= width * _Width;
61 |
62 | //Add some noise to the beam
63 | v.vertex.xy += sin(_Time.y * _NoiseFrequency + v.vertex.z * _NoiseLength) * _NoiseIntensity * _Sequence;
64 | }
65 |
66 | //Basic surface function
67 | void surf (Input IN, inout SurfaceOutputStandard o)
68 | {
69 | o.Albedo = _Color.rgb;
70 | o.Emission = _Emission;
71 | }
72 | ENDCG
73 | }
74 | FallBack "Diffuse"
75 | }
76 |
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1 | Shader "Lexdev/GearsHammer/Ground"
2 | {
3 | Properties
4 | {
5 | //0 = start of the sequence (slightly cracked floor), 1 = end of sequence (everything gone crazy)
6 | _Sequence("Sequence", Range(0,1)) = 0.0
7 | //Some perlin noise to randomize some values
8 | _Noise("Noise Texture", 2D) = "white" {}
9 |
10 | _Exp("Shape Exponent", Range(1.0,10.0)) = 5.0
11 | _Rot("Rotation Multiplier", Range(1.0,100.0)) = 50.0
12 | _Height("Height Multiplier", Range(0.1,1.0)) = 0.5
13 | }
14 | SubShader
15 | {
16 | CGPROGRAM
17 |
18 | #pragma surface surf Standard vertex:vert
19 |
20 | struct Input
21 | {
22 | float3 color;
23 | };
24 |
25 | //Property variables
26 | float _Sequence;
27 | sampler2D _Noise;
28 |
29 | float _Exp;
30 | float _Rot;
31 | float _Height;
32 |
33 | //Helper function used to rotate a vertex and it's normal around a point and axis
34 | void Rotate(inout float4 vertex, inout float3 normal, float3 center, float3 around, float angle)
35 | {
36 | //Translation matrix for the center position and reverse matrix
37 | float4x4 translation = float4x4(
38 | 1, 0, 0, center.x,
39 | 0, 1, 0, -center.y,
40 | 0, 0, 1, -center.z,
41 | 0, 0, 0, 1);
42 | float4x4 translationT = float4x4(
43 | 1, 0, 0, -center.x,
44 | 0, 1, 0, center.y,
45 | 0, 0, 1, center.z,
46 | 0, 0, 0, 1);
47 |
48 | //Calculate some values that are used often
49 | around.x = -around.x;
50 | around = normalize(around);
51 | float s = sin(angle);
52 | float c = cos(angle);
53 | float ic = 1.0 - c;
54 |
55 | //Rotation matrix around an arbitrary, given axis
56 | float4x4 rotation = float4x4(
57 | ic * around.x * around.x + c , ic * around.x * around.y - s * around.z, ic * around.z * around.x + s * around.y, 0.0,
58 | ic * around.x * around.y + s * around.z, ic * around.y * around.y + c , ic * around.y * around.z - s * around.x, 0.0,
59 | ic * around.z * around.x - s * around.y, ic * around.y * around.z + s * around.x, ic * around.z * around.z + c , 0.0,
60 | 0.0 , 0.0 , 0.0 , 1.0);
61 |
62 | //Rotate the vertex and its normal
63 | vertex = mul(translationT, mul(rotation, mul(translation, vertex)));
64 | normal = mul(translationT, mul(rotation, mul(translation, float4(normal, 0.0f)))).xyz;
65 | }
66 |
67 | //Vertex function
68 | void vert(inout appdata_full v)
69 | {
70 | float noise = tex2Dlod(_Noise, v.texcoord * 2.0f).r; //Noise value for the center
71 | float2 uvDir = v.texcoord.xy - 0.5f; //UV is [0;1], however our center is at 0.5, 0.5 so we have to shift coords
72 | float scaledSequence = _Sequence * 1.52f - 0.02f; //This is actually just done by testing
73 | float seqVal = pow(1.0f - (noise + 1.0f) * length(uvDir), _Exp) * scaledSequence; //Basic explosion shape
74 |
75 | //Rotate the vertices
76 | Rotate(v.vertex, v.normal, float3(2.0f * uvDir, 0), cross(float3(uvDir, 0), float3(noise * 0.1f,0,1)), seqVal * _Rot);
77 |
78 | //Vertex position offsets
79 | v.vertex.z += sin(seqVal * 2.0f) * (noise + 1.0f) * _Height;
80 | v.vertex.xy -= normalize(float2(v.texcoord.x, 1.0f - v.texcoord.y) - 0.5f) * seqVal * noise;
81 | }
82 |
83 | //Basic surface function
84 | void surf (Input i, inout SurfaceOutputStandard o)
85 | {
86 | o.Albedo = float3(1, 1, 1);
87 | }
88 |
89 | ENDCG
90 | }
91 | }
92 |
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2020 Lexdev.net
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | Lexdev tutorial project. You can find the full tutorial here:
2 |
3 | https://lexdev.net/tutorials/case_studies/gears_hammerofdawn.html
4 |
5 |
--------------------------------------------------------------------------------