├── Assets ├── Materials.meta ├── Materials │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── Shield.mat │ ├── Shield.mat.meta │ ├── Shield_Distort.mat │ └── Shield_Distort.mat.meta ├── Pipeline.meta ├── Pipeline │ ├── New Universal Render Pipeline Asset.asset │ ├── New Universal Render Pipeline Asset.asset.meta │ ├── New Universal Render Pipeline Asset_Renderer.asset │ ├── New Universal Render Pipeline Asset_Renderer.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── Res.meta ├── Res │ ├── Cubemap.cubemap │ ├── Cubemap.cubemap.meta │ ├── floor.png │ ├── floor.png.meta │ ├── hexgon.png │ ├── hexgon.png.meta │ ├── mask.png │ ├── mask.png.meta │ ├── noise.png │ ├── noise.png.meta │ ├── normal.png │ └── normal.png.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ └── SampleScene │ │ ├── Main Camera Profile.asset │ │ └── Main Camera Profile.asset.meta ├── Scripts.meta ├── Scripts │ ├── DissolveManager.cs │ ├── DissolveManager.cs.meta │ ├── FrameRate.cs │ ├── FrameRate.cs.meta │ ├── Shield.cs │ ├── Shield.cs.meta │ ├── ShootManager.cs │ └── ShootManager.cs.meta ├── Shaders.meta └── Shaders │ ├── Shield.shader │ ├── Shield.shader.meta │ ├── Shield_Distort.shader │ └── Shield_Distort.shader.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── 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assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/DissolveManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class DissolveManager : MonoBehaviour { 7 | public float duration = 1f; 8 | public Material material; 9 | public AnimationCurve curve; 10 | 11 | private float timer; 12 | private Action currentAction; 13 | 14 | private void OnDisable() { 15 | material.SetFloat("_DissolveThreshold", 1); 16 | } 17 | 18 | private void Update() { 19 | if (Input.GetKeyDown(KeyCode.O)) { 20 | timer = 0; 21 | currentAction = Update_Show; 22 | } 23 | 24 | if (Input.GetKeyDown(KeyCode.C)) { 25 | timer = 0; 26 | currentAction = Update_Hide; 27 | } 28 | 29 | if (currentAction != null) { 30 | currentAction.Invoke(); 31 | } 32 | } 33 | 34 | private void Update_Show() { 35 | timer += Time.deltaTime; 36 | float t = curve.Evaluate(Mathf.Clamp01(timer / duration)); 37 | material.SetFloat("_DissolveThreshold", t); 38 | if (timer > duration) { 39 | currentAction = null; 40 | } 41 | } 42 | 43 | private void Update_Hide() { 44 | timer += Time.deltaTime; 45 | float t = curve.Evaluate(1 - Mathf.Clamp01(timer / duration)); 46 | material.SetFloat("_DissolveThreshold", t); 47 | if (timer > duration) { 48 | currentAction = null; 49 | } 50 | } 51 | } -------------------------------------------------------------------------------- /Assets/Scripts/DissolveManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05357cfbe54065248bd80707ebf2a46c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/FrameRate.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class FrameRate : MonoBehaviour { 6 | public int targetFrameRate = 165; 7 | 8 | private void Awake() { 9 | Application.targetFrameRate = targetFrameRate; 10 | } 11 | } -------------------------------------------------------------------------------- /Assets/Scripts/FrameRate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f539ecd59c1fb384097e57f89fbf4829 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Shield.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Security.Cryptography; 4 | using UnityEngine; 5 | using UnityEngine.Rendering; 6 | 7 | public class Shield : MonoBehaviour { 8 | private class InteractionData { 9 | public Color color; 10 | public Vector3 interactionStartPos; 11 | public float timer; 12 | } 13 | 14 | 15 | 16 | 17 | 18 | public static Shield instance; 19 | 20 | public float interactionDuration; 21 | public float distortDuration; 22 | public float radius; 23 | public AnimationCurve curve; 24 | public List materials; 25 | 26 | private List interactionDatas = new List(); 27 | 28 | private void Awake() { 29 | instance = this; 30 | } 31 | 32 | private void Update() { 33 | Vector4[] interactionStartPosArray = new Vector4[100]; 34 | float[] interactionInnerRadiusArray = new float[100]; 35 | float[] interactionOuterRadiusArray = new float[100]; 36 | float[] interactionAlphaArray = new float[100]; 37 | Color[] interactionColorArray = new Color[100]; 38 | float[] distortAlphaArray = new float[100]; 39 | 40 | for (int i = 0; i < interactionDatas.Count; i++) { 41 | InteractionData interactionData = interactionDatas[i]; 42 | if (interactionData.timer > interactionDuration && interactionData.timer > distortDuration) { 43 | interactionDatas.RemoveAt(i); 44 | i--; 45 | } 46 | else { 47 | interactionData.timer += Time.deltaTime; 48 | 49 | float interacionT = Mathf.Clamp01(interactionData.timer / interactionDuration); 50 | float interacionCurveT = curve.Evaluate(interacionT); 51 | 52 | float distortT = Mathf.Clamp01(interactionData.timer / distortDuration); 53 | float distortCurveT = curve.Evaluate(distortT); 54 | 55 | interactionStartPosArray[i] = interactionData.interactionStartPos; 56 | interactionInnerRadiusArray[i] = Mathf.Lerp(-radius, radius, interacionCurveT); 57 | interactionOuterRadiusArray[i] = Mathf.Lerp(0f, radius, interacionCurveT); 58 | interactionAlphaArray[i] = 1 - interacionCurveT; 59 | interactionColorArray[i] = interactionData.color; 60 | distortAlphaArray[i] = 1 - distortCurveT; 61 | } 62 | } 63 | 64 | for (int i = 0; i < materials.Count; i++) { 65 | materials[i].SetInt("_InteractionNumber", interactionDatas.Count); 66 | 67 | if (interactionDatas.Count > 0) { 68 | materials[i].SetVectorArray("_InteractionStartPosArray", interactionStartPosArray); 69 | materials[i].SetFloatArray("_InteractionInnerRadiusArray", interactionInnerRadiusArray); 70 | materials[i].SetFloatArray("_InteractionOuterRadiusArray", interactionOuterRadiusArray); 71 | materials[i].SetFloatArray("_InteractionAlphaArray", interactionAlphaArray); 72 | materials[i].SetColorArray("_InteractionColorArray", interactionColorArray); 73 | materials[i].SetFloatArray("_DistortAlphaArray", distortAlphaArray); 74 | } 75 | } 76 | } 77 | 78 | public void AddInteractionData(Vector3 pos, Color color) { 79 | if (interactionDatas.Count >= 100) { 80 | return; 81 | } 82 | 83 | InteractionData interactionData = new InteractionData(); 84 | interactionData.color = color; 85 | interactionData.interactionStartPos = pos; 86 | interactionDatas.Add(interactionData); 87 | } 88 | } -------------------------------------------------------------------------------- /Assets/Scripts/Shield.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 641320a7625dd434d8ededd02e80724e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ShootManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ShootManager : MonoBehaviour { 6 | [ColorUsage(true, true)] public Color interactionColor; 7 | 8 | private void Update() { 9 | if (Input.GetMouseButtonDown(0)) { 10 | RaycastHit hitInfo; 11 | bool hited = Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hitInfo, Mathf.Infinity); 12 | if (hited) { 13 | Shield.instance.AddInteractionData(hitInfo.point, interactionColor); 14 | } 15 | } 16 | } 17 | } -------------------------------------------------------------------------------- /Assets/Scripts/ShootManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 071cf3cb86b678d46abb11d8838ffc9e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f2bc14ad1f31d54992abebaf825c334 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/Shield.shader: -------------------------------------------------------------------------------- 1 | Shader "Tutorial/Shield" 2 | { 3 | Properties 4 | { 5 | _BaseColor ("BaseColor", Color) = (0, 0, 0, 0) 6 | 7 | _RimPower ("RimPower", Float) = 1 8 | [HDR] _RimColor ("RimColor", Color) = (1, 1, 1, 1) 9 | 10 | _IntersectionWidth ("IntersectionWidth", Float) = 1 11 | [HDR] _IntersectionColor ("IntersectionColor", Color) = (1, 1, 1, 1) 12 | 13 | _PatternTex ("PatternTex", Cube) = "white" {} 14 | _PatternPower ("PatternPower", Float) = 1 15 | [HDR] _PatternColor ("PatternColor", Color) = (1, 1, 1, 1) 16 | 17 | _Mask ("Mask", 2D) = "black" {} 18 | [HDR] _MaskColor ("MaskColor", Color) = (1, 1, 1, 1) 19 | 20 | _Noise ("Noise", 2D) = "white" {} 21 | 22 | _DissolveThreshold ("DissolveThreshold", Float) = 1 23 | _DissolveWidth ("DissolveWidth", Float) = 0.1 24 | [HDR] _DissolveColor ("DissolveColor", Color) = (1, 1, 1, 1) 25 | 26 | _DistortNormal ("DistortNormal", 2D) = "bump" {} 27 | _DistortIntensity ("DistortIntensity", Float) = 1 28 | } 29 | 30 | SubShader 31 | { 32 | Tags { "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" } 33 | 34 | Blend SrcAlpha OneMinusSrcAlpha 35 | ZWrite Off 36 | Cull Off 37 | 38 | Pass 39 | { 40 | HLSLPROGRAM 41 | #pragma vertex vert 42 | #pragma fragment frag 43 | 44 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/core.hlsl" 45 | 46 | struct appdata 47 | { 48 | float4 vertex : POSITION; 49 | float2 uv : TEXCOORD0; 50 | float3 normal : NORMAL; 51 | float4 tangent : TANGENT; 52 | }; 53 | 54 | struct v2f 55 | { 56 | float4 vertex : SV_POSITION; 57 | float2 uv : TEXCOORD0; 58 | float3 normal : TEXCOORD1; 59 | float3 tangent : TEXCOORD2; 60 | float3 binormal : TEXCOORD3; 61 | float3 worldPos : TEXCOORD4; 62 | float4 screenPos : TEXCOORD5; 63 | float4 localPos : TEXCOORD6; 64 | }; 65 | 66 | float4 _BaseColor; 67 | 68 | float _RimPower; 69 | float4 _RimColor; 70 | 71 | float _IntersectionWidth; 72 | float4 _IntersectionColor; 73 | 74 | samplerCUBE _PatternTex; 75 | float _PatternPower; 76 | float4 _PatternColor; 77 | 78 | sampler2D _Mask; 79 | float4 _Mask_ST; 80 | float4 _MaskColor; 81 | 82 | float _DissolveThreshold; 83 | float _DissolveWidth; 84 | float4 _DissolveColor; 85 | 86 | int _InteractionNumber; 87 | float3 _InteractionStartPosArray[100]; 88 | float _InteractionInnerRadiusArray[100]; 89 | float _InteractionOuterRadiusArray[100]; 90 | float _InteractionAlphaArray[100]; 91 | float4 _InteractionColorArray[100]; 92 | 93 | float _DistortAlphaArray[100]; 94 | 95 | sampler2D _DistortNormal; 96 | float4 _DistortNormal_ST; 97 | float _DistortIntensity; 98 | 99 | sampler2D _Noise; 100 | float4 _Noise_ST; 101 | 102 | sampler2D _CameraDepthTexture; 103 | 104 | float GetInteractionIntensity(v2f i, float3 startPos, float innerRadius, float outerRadius) { 105 | float dist = distance(i.worldPos, startPos); 106 | if(dist > outerRadius || dist < innerRadius) { 107 | return 0; 108 | } 109 | else { 110 | float intensity = (dist - innerRadius) / (outerRadius - innerRadius); 111 | intensity = saturate(intensity); 112 | return intensity; 113 | } 114 | } 115 | 116 | float GetDistortIntensity(v2f i, float3 startPos, float innerRadius, float outerRadius) { 117 | float dist = distance(i.worldPos, startPos); 118 | if(dist > outerRadius) { 119 | return 0; 120 | } 121 | else { 122 | float intensity = dist / outerRadius; 123 | intensity = saturate(intensity); 124 | return intensity; 125 | } 126 | } 127 | 128 | v2f vert (appdata v) 129 | { 130 | v2f o; 131 | o.tangent = TransformObjectToWorldDir(v.tangent.xyz); 132 | o.normal = TransformObjectToWorldNormal(v.normal.xyz); 133 | o.binormal = cross(o.tangent, o.normal) * v.tangent.w; 134 | 135 | o.vertex = TransformObjectToHClip(v.vertex.xyz); 136 | o.uv = v.uv; 137 | o.worldPos = TransformObjectToWorld(v.vertex.xyz); 138 | o.localPos = v.vertex; 139 | o.screenPos = o.vertex; 140 | #if UNITY_UV_STARTS_AT_TOP 141 | o.screenPos.y *= -1; 142 | #endif 143 | return o; 144 | } 145 | 146 | float4 frag (v2f i) : SV_Target0 147 | { 148 | float4 finalColor = _BaseColor; 149 | 150 | int isFrontFace = 1; 151 | 152 | float3 normal = normalize(i.normal); 153 | float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos); 154 | float ndv = dot(normal, viewDir); 155 | if(ndv < 0) { 156 | ndv = abs(ndv); 157 | isFrontFace = 0; 158 | } 159 | ndv = 1 - ndv; 160 | 161 | float rimIntensity = pow(abs(ndv), _RimPower); 162 | finalColor += _RimColor * rimIntensity; 163 | finalColor.a = saturate(finalColor.a); 164 | 165 | 166 | 167 | 168 | 169 | float interactionIntensity = 0; 170 | float4 interactionColor = 0; 171 | float distortIntensity = 0; 172 | for(int iii = 0; iii < _InteractionNumber; iii++) { 173 | float tempInteractionIntensity = GetInteractionIntensity(i, _InteractionStartPosArray[iii], _InteractionInnerRadiusArray[iii], _InteractionOuterRadiusArray[iii]) * _InteractionAlphaArray[iii]; 174 | interactionIntensity += tempInteractionIntensity; 175 | 176 | interactionColor += _InteractionColorArray[iii] * tempInteractionIntensity; 177 | 178 | distortIntensity += GetDistortIntensity(i, _InteractionStartPosArray[iii], _InteractionInnerRadiusArray[iii], _InteractionOuterRadiusArray[iii]) * _DistortAlphaArray[iii]; 179 | distortIntensity = saturate(distortIntensity); 180 | } 181 | 182 | interactionIntensity = saturate(interactionIntensity); 183 | 184 | finalColor += interactionColor; 185 | finalColor.a = saturate(finalColor.a); 186 | 187 | 188 | 189 | 190 | 191 | float3x3 tangentToWorld = float3x3( 192 | i.tangent.x, i.normal.x, i.binormal.x, 193 | i.tangent.y, i.normal.y, i.binormal.y, 194 | i.tangent.z, i.normal.z, i.binormal.z 195 | ); 196 | 197 | float3 distortNormal = UnpackNormal(tex2D(_DistortNormal, i.uv * _DistortNormal_ST.xy + _DistortNormal_ST.zw * _Time.y)); 198 | distortNormal = mul(tangentToWorld, distortNormal); 199 | distortNormal *= _DistortIntensity * distortIntensity * 3; 200 | 201 | 202 | 203 | 204 | 205 | float patternIntensity = texCUBE(_PatternTex, normal + distortNormal).a * isFrontFace; 206 | patternIntensity *= pow(abs(ndv + interactionIntensity * 2), _PatternPower); 207 | finalColor += patternIntensity * _PatternColor; 208 | finalColor.a = saturate(finalColor.a); 209 | 210 | 211 | 212 | 213 | 214 | float mask = 0; 215 | mask += tex2D(_Mask, i.uv * _Mask_ST.xx + _Mask_ST.zz * _Time.y).a; 216 | mask += tex2D(_Mask, i.uv * _Mask_ST.yy + _Mask_ST.ww * _Time.y).a; 217 | mask = saturate(mask); 218 | finalColor += patternIntensity * mask * _MaskColor; 219 | finalColor.a = saturate(finalColor.a); 220 | 221 | 222 | 223 | 224 | 225 | i.screenPos.xyz /= i.screenPos.w; 226 | float2 screenUV = i.screenPos.xy; 227 | screenUV = (screenUV + 1) / 2; 228 | 229 | float selfZ = i.screenPos.z; 230 | float sceneZ = tex2D(_CameraDepthTexture, screenUV).r; 231 | float linearSelfZ = LinearEyeDepth(selfZ, _ZBufferParams); 232 | float linearSceneZ = LinearEyeDepth(sceneZ, _ZBufferParams); 233 | float zDifference = linearSceneZ - linearSelfZ; 234 | if(zDifference < _IntersectionWidth) { 235 | float intersectionIntensity = (1 - zDifference / _IntersectionWidth); 236 | intersectionIntensity = saturate(intersectionIntensity); 237 | intersectionIntensity = pow(intersectionIntensity, 4); 238 | finalColor += _IntersectionColor * intersectionIntensity; 239 | finalColor.a = saturate(finalColor.a); 240 | } 241 | 242 | 243 | 244 | 245 | 246 | 247 | 248 | if(i.localPos.y > _DissolveThreshold) { 249 | discard; 250 | } 251 | else if(i.localPos.y > _DissolveThreshold - _DissolveWidth) { 252 | float t = (i.localPos.y - _DissolveThreshold + _DissolveWidth) / _DissolveWidth; 253 | float noise = tex2D(_Noise, i.uv * _Noise_ST.xy + _Noise_ST.zw * _Time.y).r; 254 | noise = lerp(1, noise * (1 - t), pow(t, 0.5)); 255 | if(noise > 0.5) { 256 | finalColor = _DissolveColor; 257 | }else { 258 | discard; 259 | } 260 | } 261 | 262 | 263 | 264 | 265 | 266 | 267 | return finalColor; 268 | } 269 | ENDHLSL 270 | } 271 | } 272 | } -------------------------------------------------------------------------------- /Assets/Shaders/Shield.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a5cc55367fbacd340b919de4bf8b16a1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Shield_Distort.shader: -------------------------------------------------------------------------------- 1 | Shader "Tutorial/Shield_Distort" 2 | { 3 | Properties 4 | { 5 | _DistortNormal ("DistortNormal", 2D) = "bump" {} 6 | _DistortIntensity ("DistortIntensity", Float) = 1 7 | } 8 | 9 | SubShader 10 | { 11 | Tags { "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" } 12 | 13 | Blend SrcAlpha OneMinusSrcAlpha 14 | ZWrite Off 15 | Cull Off 16 | 17 | Pass 18 | { 19 | HLSLPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | 23 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/core.hlsl" 24 | 25 | struct appdata 26 | { 27 | float4 vertex : POSITION; 28 | float2 uv : TEXCOORD0; 29 | float3 normal : NORMAL; 30 | float4 tangent : TANGENT; 31 | }; 32 | 33 | struct v2f 34 | { 35 | float4 vertex : SV_POSITION; 36 | float2 uv : TEXCOORD0; 37 | float3 worldPos : TEXCOORD1; 38 | float4 screenPos : TEXCOORD2; 39 | float3 worldTangent : TEXCOORD3; 40 | float3 worldNormal : TEXCOORD4; 41 | float3 worldBinormal : TEXCOORD5; 42 | }; 43 | 44 | int _InteractionNumber; 45 | float3 _InteractionStartPosArray[100]; 46 | float _InteractionInnerRadiusArray[100]; 47 | float _InteractionOuterRadiusArray[100]; 48 | float _InteractionAlphaArray[100]; 49 | 50 | float _DistortAlphaArray[100]; 51 | 52 | sampler2D _DistortNormal; 53 | float4 _DistortNormal_ST; 54 | float _DistortIntensity; 55 | 56 | sampler2D _CameraOpaqueTexture; 57 | float4 _CameraOpaqueTexture_TexelSize; 58 | 59 | float GetDistortIntensity(v2f i, float3 startPos, float innerRadius, float outerRadius) { 60 | float dist = distance(i.worldPos, startPos); 61 | if(dist > outerRadius) { 62 | return 0; 63 | } 64 | else { 65 | float intensity = dist / outerRadius; 66 | intensity *= 2; 67 | if(intensity > 1) { 68 | intensity = 2 - intensity; 69 | } 70 | return intensity; 71 | } 72 | } 73 | 74 | v2f vert (appdata v) 75 | { 76 | v2f o; 77 | o.vertex = TransformObjectToHClip(v.vertex.xyz); 78 | o.uv = v.uv; 79 | o.worldPos = TransformObjectToWorld(v.vertex.xyz); 80 | o.screenPos = o.vertex; 81 | #if UNITY_UV_STARTS_AT_TOP 82 | o.screenPos.y *= -1; 83 | #endif 84 | return o; 85 | } 86 | 87 | float4 frag (v2f i) : SV_Target 88 | { 89 | float4 finalColor = 0; 90 | 91 | float distortIntensity = 0; 92 | for(int iii = 0; iii < _InteractionNumber; iii++) { 93 | distortIntensity += GetDistortIntensity(i, _InteractionStartPosArray[iii], _InteractionInnerRadiusArray[iii], _InteractionOuterRadiusArray[iii]) * _DistortAlphaArray[iii] * 6; 94 | distortIntensity = saturate(distortIntensity); 95 | } 96 | 97 | float3 distortNormal = UnpackNormal(tex2D(_DistortNormal, i.uv * _DistortNormal_ST.xy + _DistortNormal_ST.zw * _Time.y)); 98 | distortNormal *= _DistortIntensity * distortIntensity; 99 | 100 | i.screenPos.xyz /= i.screenPos.w; 101 | float2 screenUV = i.screenPos.xy; 102 | screenUV = (screenUV + 1) / 2; 103 | 104 | finalColor = tex2D(_CameraOpaqueTexture, screenUV + distortNormal.xy * _CameraOpaqueTexture_TexelSize.xy); 105 | 106 | return finalColor; 107 | } 108 | ENDHLSL 109 | } 110 | } 111 | } -------------------------------------------------------------------------------- /Assets/Shaders/Shield_Distort.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4f3d3bfcd043814d931b4547d9f6dc0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "2.0.0", 4 | "com.unity.feature.development": "1.0.1", 5 | 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