├── Assets ├── Textures │ ├── Rays.psd │ └── Rays.psd.meta ├── ShaderNodeGraph_Screenshot.png ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity.meta │ └── SampleScene.unity ├── Shaders.meta ├── Materials.meta ├── Textures.meta ├── Materials │ ├── Rays.mat.meta │ └── Rays.mat ├── Shaders │ ├── Rays.shader.meta │ └── Rays.shader └── ShaderNodeGraph_Screenshot.png.meta ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── QualitySettings.asset └── ProjectSettings.asset ├── Logs └── Packages-Update.log ├── .gitignore ├── README.md ├── LICENSE └── Packages └── manifest.json /Assets/Textures/Rays.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/PandaArcade/UIRays/HEAD/Assets/Textures/Rays.psd -------------------------------------------------------------------------------- /Assets/ShaderNodeGraph_Screenshot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/PandaArcade/UIRays/HEAD/Assets/ShaderNodeGraph_Screenshot.png -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.1.1f1 2 | m_EditorVersionWithRevision: 2019.1.1f1 (fef62e97e63b) 3 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Mon May 6 08:49:43 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were updated: 8 | com.unity.analytics from version 3.2.2 to 3.3.2 9 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 10 | com.unity.package-manager-ui from version 2.1.1 to 2.1.2 11 | com.unity.purchasing from version 2.0.1 to 2.0.6 12 | com.unity.textmeshpro from version 1.3.0 to 2.0.0 13 | com.unity.timeline from version 0.0.0-builtin to 1.0.0 14 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 1024 20 | -------------------------------------------------------------------------------- /.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 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UIRays 2 | An example of a simple UI rays shader made in Amplify shader editor - https://youtu.be/cjBMEgS-lsk 3 | 4 | We're making a game called Pico Tanks - Multiplayer Mayhem and we often create fun stuff that we want to share with the community. http://www.pandaarcade.com/picotanks 5 | 6 | This project was build using Unity 2019.1.0f2. The shader is created with Amplify Shader Editor (ASE v1.6.6 rev 00) plugin but you don't need it to run the project, edit or use the shader. ASE will make understanding and editing the shader much easier. http://amplify.pt/unity/amplify-shader-editor 7 | 8 | What is in the project? A shader that generate customizable rays from a single point based on a low resolution image. 9 | 10 | I hope someone appreciates the share :) Have fun! 11 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 0 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | This is free and unencumbered software released into the public domain. 2 | 3 | Anyone is free to copy, modify, publish, use, compile, sell, or 4 | distribute this software, either in source code form or as a compiled 5 | binary, for any purpose, commercial or non-commercial, and by any 6 | means. 7 | 8 | In jurisdictions that recognize copyright laws, the author or authors 9 | of this software dedicate any and all copyright interest in the 10 | software to the public domain. We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | 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203 | billboardsFaceCameraPosition: 1 204 | vSyncCount: 1 205 | lodBias: 2 206 | maximumLODLevel: 0 207 | streamingMipmapsActive: 0 208 | streamingMipmapsAddAllCameras: 1 209 | streamingMipmapsMemoryBudget: 512 210 | streamingMipmapsRenderersPerFrame: 512 211 | streamingMipmapsMaxLevelReduction: 2 212 | streamingMipmapsMaxFileIORequests: 1024 213 | particleRaycastBudget: 4096 214 | asyncUploadTimeSlice: 2 215 | asyncUploadBufferSize: 16 216 | asyncUploadPersistentBuffer: 1 217 | resolutionScalingFixedDPIFactor: 1 218 | excludedTargetPlatforms: [] 219 | m_PerPlatformDefaultQuality: 220 | Android: 2 221 | Lumin: 5 222 | Nintendo 3DS: 5 223 | Nintendo Switch: 5 224 | PS4: 5 225 | PSP2: 2 226 | Standalone: 5 227 | WebGL: 3 228 | Windows Store Apps: 5 229 | XboxOne: 5 230 | iPhone: 2 231 | tvOS: 2 232 | -------------------------------------------------------------------------------- /Assets/Shaders/Rays.shader: -------------------------------------------------------------------------------- 1 | // Made with Amplify Shader Editor 2 | // Available at the Unity Asset Store - http://u3d.as/y3X 3 | Shader "PicoTanks/UI/Rays" 4 | { 5 | Properties 6 | { 7 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 8 | _Color ("Tint", Color) = (1,1,1,1) 9 | 10 | _StencilComp ("Stencil Comparison", Float) = 8 11 | _Stencil ("Stencil ID", Float) = 0 12 | _StencilOp ("Stencil Operation", Float) = 0 13 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 14 | _StencilReadMask ("Stencil Read Mask", Float) = 255 15 | 16 | _ColorMask ("Color Mask", Float) = 15 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | [NoScaleOffset]_Texture("Texture", 2D) = "white" {} 20 | _RadialTiling("Radial Tiling", Range( 0 , 10)) = 1 21 | _RotationSpeed("Rotation Speed", Range( -1 , 1)) = 0 22 | _HorizontalScale("Horizontal Scale", Range( 0 , 2)) = 1 23 | _VerticalScale("Vertical Scale", Range( 0 , 2)) = 1 24 | _HorizontalOffset("Horizontal Offset", Range( -1 , 1)) = 0 25 | _VerticalOffset("Vertical Offset", Range( -1 , 1)) = 0 26 | _Intensity("Intensity", Range( 0 , 5)) = 1 27 | _Falloff("Falloff", Range( 0 , 5)) = 3 28 | _InsideColor("Inside Color", Color) = (0,0,0,0) 29 | _OutsideColor("Outside Color", Color) = (0,0,0,0) 30 | } 31 | 32 | SubShader 33 | { 34 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } 35 | 36 | Stencil 37 | { 38 | Ref [_Stencil] 39 | ReadMask [_StencilReadMask] 40 | WriteMask [_StencilWriteMask] 41 | CompFront [_StencilComp] 42 | PassFront [_StencilOp] 43 | FailFront Keep 44 | ZFailFront Keep 45 | CompBack Always 46 | PassBack Keep 47 | FailBack Keep 48 | ZFailBack Keep 49 | } 50 | 51 | 52 | Cull Off 53 | Lighting Off 54 | ZWrite Off 55 | ZTest LEqual 56 | Blend SrcAlpha OneMinusSrcAlpha 57 | ColorMask [_ColorMask] 58 | 59 | 60 | Pass 61 | { 62 | Name "Default" 63 | CGPROGRAM 64 | #pragma vertex vert 65 | #pragma fragment frag 66 | #pragma target 3.0 67 | 68 | #include "UnityCG.cginc" 69 | #include "UnityUI.cginc" 70 | 71 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 72 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 73 | 74 | #include "UnityShaderVariables.cginc" 75 | 76 | 77 | struct appdata_t 78 | { 79 | float4 vertex : POSITION; 80 | float4 color : COLOR; 81 | float2 texcoord : TEXCOORD0; 82 | UNITY_VERTEX_INPUT_INSTANCE_ID 83 | 84 | }; 85 | 86 | struct v2f 87 | { 88 | float4 vertex : SV_POSITION; 89 | fixed4 color : COLOR; 90 | half2 texcoord : TEXCOORD0; 91 | float4 worldPosition : TEXCOORD1; 92 | UNITY_VERTEX_INPUT_INSTANCE_ID 93 | UNITY_VERTEX_OUTPUT_STEREO 94 | 95 | }; 96 | 97 | uniform fixed4 _Color; 98 | uniform fixed4 _TextureSampleAdd; 99 | uniform float4 _ClipRect; 100 | uniform sampler2D _MainTex; 101 | uniform float4 _InsideColor; 102 | uniform float4 _OutsideColor; 103 | uniform float _HorizontalOffset; 104 | uniform float _HorizontalScale; 105 | uniform float _VerticalOffset; 106 | uniform float _VerticalScale; 107 | uniform float _Intensity; 108 | uniform float _Falloff; 109 | uniform sampler2D _Texture; 110 | uniform float _RadialTiling; 111 | uniform float _RotationSpeed; 112 | 113 | v2f vert( appdata_t IN ) 114 | { 115 | v2f OUT; 116 | UNITY_SETUP_INSTANCE_ID( IN ); 117 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 118 | UNITY_TRANSFER_INSTANCE_ID(IN, OUT); 119 | OUT.worldPosition = IN.vertex; 120 | 121 | 122 | OUT.worldPosition.xyz += float3( 0, 0, 0 ) ; 123 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 124 | 125 | OUT.texcoord = IN.texcoord; 126 | 127 | OUT.color = IN.color * _Color; 128 | return OUT; 129 | } 130 | 131 | fixed4 frag(v2f IN ) : SV_Target 132 | { 133 | float2 uv04 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); 134 | float2 appendResult17 = (float2(( ( ( uv04.x - _HorizontalOffset ) + ( ( _HorizontalScale - 1.0 ) * 0.5 ) ) / _HorizontalScale ) , ( ( ( uv04.y - _VerticalOffset ) + ( ( _VerticalScale - 1.0 ) * 0.5 ) ) / _VerticalScale ))); 135 | float temp_output_9_0 = ( distance( float2( 0.5,0.5 ) , appendResult17 ) / 0.5 ); 136 | float4 lerpResult115 = lerp( _InsideColor , _OutsideColor , temp_output_9_0); 137 | float2 break93 = -(float2( -1,-1 ) + (appendResult17 - float2( 0,0 )) * (float2( 1,1 ) - float2( -1,-1 )) / (float2( 1,1 ) - float2( 0,0 ))); 138 | float mulTime109 = _Time.y * _RotationSpeed; 139 | float2 appendResult68 = (float2(( ( _RadialTiling * ( ( degrees( atan2( break93.y , break93.x ) ) + 180.0 ) / 360.0 ) ) + mulTime109 ) , 1.0)); 140 | float4 appendResult5 = (float4((( lerpResult115 * IN.color )).rgb , ( IN.color.a * ( _Intensity * pow( saturate( ( 1.0 - temp_output_9_0 ) ) , _Falloff ) ) * tex2D( _Texture, appendResult68 ) ).r)); 141 | 142 | half4 color = appendResult5; 143 | 144 | #ifdef UNITY_UI_CLIP_RECT 145 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 146 | #endif 147 | 148 | #ifdef UNITY_UI_ALPHACLIP 149 | clip (color.a - 0.001); 150 | #endif 151 | 152 | return color; 153 | } 154 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