├── .gitattributes ├── .gitignore ├── Assets └── Weapons │ ├── Materials │ └── Blade.mat │ ├── Models │ ├── Blade │ │ ├── Blade Small.fbx │ │ ├── Blade.fbx │ │ └── Materials │ │ │ └── Blade.mat │ ├── Hilt Cross │ │ ├── Hilt Cross.fbx │ │ ├── Materials │ │ │ ├── Hilt.mat │ │ │ └── Hilt_MaskMap.png │ │ └── Textures │ │ │ ├── Hilt Cross AlbedoTransparency.png │ │ │ ├── Hilt Cross MetallicSmoothness.png │ │ │ └── Hilt Cross Normal.png │ ├── Hilt Double │ │ ├── Hilt Double.fbx │ │ ├── Materials │ │ │ ├── Hilt.mat │ │ │ └── Hilt_MaskMap.png │ │ └── Textures │ │ │ ├── Hilt Double AlbedoTransparency.png │ │ │ ├── Hilt Double MetallicSmoothness.png │ │ │ └── Hilt Double Normal.png │ └── Hilt Single │ │ ├── Hilt Single.fbx │ │ ├── Materials │ │ ├── Hilt.mat │ │ └── Hilt_MaskMap.png │ │ └── Textures │ │ ├── Hilt Single AlbedoTransparency.png │ │ ├── Hilt Single MetallicSmoothness.png │ │ └── Hilt Single Normal.png │ ├── Prefabs │ ├── Weapon (Cross).prefab │ ├── Weapon (Double).prefab │ └── Weapon (Single).prefab │ ├── Scripts │ ├── SpinPivot.cs │ └── Weapon.cs │ └── Shaders │ └── Blade.ShaderGraph ├── LICENSE ├── README.md └── Release └── weapons_tutorial.unitypackage /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | 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 | *.VC.db 27 | 28 | # Unity3D generated meta files 29 | *.pidb.meta 30 | *.pdb.meta 31 | 32 | # Unity3D Generated File On Crash Reports 33 | sysinfo.txt 34 | 35 | # Builds 36 | *.apk 37 | Assets\ExampleAssets 38 | Assets\ExampleAssets\* 39 | Documentation 40 | *.meta 41 | Logs 42 | Packages 43 | ProjectSettings 44 | Assets/Settings 45 | Assets/TutorialInfo 46 | Assets/Scenes 47 | Assets/Scripts 48 | Assets/Presets 49 | Assets/Readme.asset 50 | Assets/ExampleAssets 51 | Assets/HDRPDefaultResources 52 | -------------------------------------------------------------------------------- /Assets/Weapons/Materials/Blade.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: Blade 11 | m_Shader: {fileID: -6465566751694194690, guid: b49f431ffd041d04ebc0e27ddf45f19a, 12 | type: 3} 13 | m_ShaderKeywords: 14 | m_LightmapFlags: 4 15 | m_EnableInstancingVariants: 0 16 | m_DoubleSidedGI: 0 17 | m_CustomRenderQueue: -1 18 | stringTagMap: 19 | MotionVector: User 20 | disabledShaderPasses: 21 | - 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0.05 861 | - 0.2 862 | - 0.3 863 | shadowCascadeBorders: 864 | - 0.2 865 | - 0.2 866 | - 0.2 867 | - 0.2 868 | shadowAlgorithm: 0 869 | shadowVariant: 0 870 | shadowPrecision: 0 871 | shadowData: 872 | format: 0 873 | data: 874 | shadowDatas: [] 875 | -------------------------------------------------------------------------------- /Assets/Weapons/Scripts/SpinPivot.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | /** 5 | * Spin an object around a pivot point. 6 | * 7 | * Add script to an object and set x/y/z coordinates to 0/1/-1 depending on the direction. 8 | * Spin speed is specified via speed value (eg 100) 9 | */ 10 | public class SpinPivot : MonoBehaviour { 11 | 12 | [SerializeField] 13 | private Vector3 spinXYZ; 14 | 15 | [SerializeField] 16 | private float speed; 17 | 18 | [SerializeField] 19 | private Transform pivot; 20 | 21 | void Start () { 22 | } 23 | 24 | void Update() 25 | { 26 | transform.RotateAround(pivot.transform.position, spinXYZ, speed * Time.deltaTime); 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Weapons/Scripts/Weapon.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | /** 5 | * Weapon activate / deactivate script. 6 | * 7 | * The blade on/off algorithm works by setting the scale of the blade. Therefore the pivot must be at the bottom of the blade. 8 | * You can adapt that easily in Blender or simply use the provided model. 9 | * The scale is applied in z direction. 10 | * Use space bar to toggle the blade on and off. 11 | * 12 | * Notes: 13 | * + light and blade color are initialized using the blade color property, the colors will be overwritten 14 | * 15 | */ 16 | public class Weapon : MonoBehaviour { 17 | 18 | [Tooltip("A list of blade game objects, each of them can have a light as child. The light's intensity depends on the blade length.")] 19 | public List bladeGameObjects; 20 | 21 | [Tooltip("Blade extend speed in seconds.")] 22 | public float bladeExtendSpeed = 0.1f; 23 | 24 | [Tooltip("Whether the weapon (and all of its blades) is active initially or not.")] 25 | public bool weaponActive = false; 26 | 27 | [Tooltip("The blade and light color. Will be propagated to the shader and the blade light.")] 28 | public Color bladeColor; 29 | 30 | [Tooltip("The intensity of the blade color, used to create the HDR color which gives the inner white and outer color glow.")] 31 | public float bladeColorIntensity = 600f; 32 | 33 | [Tooltip("The intensity of the light the blade emits to the environment. This depends on the light settings (e. g. lum).")] 34 | public float lightIntensity = 1000f; 35 | 36 | public AudioClip soundOn; 37 | public AudioClip soundOff; 38 | public AudioClip soundLoop; 39 | public AudioClip soundSwing; 40 | 41 | public AudioSource AudioSource; 42 | public AudioSource AudioSourceLoop; 43 | public AudioSource AudioSourceSwing; 44 | 45 | 46 | // swinging: used for later, but should work currently anyway 47 | private float swingSpeed = 0; 48 | private Vector3 lastSwingPosition = Vector3.zero; 49 | 50 | /// 51 | /// The key for toggling the weapon's active state 52 | /// 53 | private KeyCode TOGGLE_KEY_CODE = KeyCode.Space; 54 | 55 | /// 56 | /// The color property in the shader. This will receive the color set via this script. 57 | /// 58 | private const string SHADER_PROPERTY_EMISSION_COLOR = "_EmissionColor"; 59 | 60 | /// 61 | /// Properties of a single blade. 62 | /// This way you can attach multiple blades to a weapon 63 | /// 64 | private class Blade 65 | { 66 | // the blade itself 67 | public GameObject gameObject; 68 | 69 | // the light attached to the blade 70 | public Light light; 71 | 72 | // minimum blade length 73 | private float scaleMin; 74 | 75 | // maximum blade length; initialized with length from scene 76 | private float scaleMax; 77 | 78 | // current scale, lerped between min and max scale 79 | private float scaleCurrent; 80 | 81 | public bool active = false; 82 | 83 | // the delta is a lerp value within 1 second. it will be initialized depending on the extend speed 84 | private float extendDelta; 85 | 86 | private float localScaleX; 87 | private float localScaleZ; 88 | 89 | public Blade( GameObject gameObject, float extendSpeed, bool active) 90 | { 91 | 92 | this.gameObject = gameObject; 93 | this.light = gameObject.GetComponentInChildren(); 94 | this.active = active; 95 | 96 | // consistency check 97 | /* 98 | if (light == null) 99 | { 100 | Debug.Log("No light found. Blade should have a light as child"); 101 | } 102 | */ 103 | 104 | // remember initial scale values (non extending part of the blade) 105 | this.localScaleX = gameObject.transform.localScale.x; 106 | this.localScaleZ = gameObject.transform.localScale.z; 107 | 108 | // remember initial scale values (extending part of the blade) 109 | this.scaleMin = 0f; 110 | this.scaleMax = gameObject.transform.localScale.y; 111 | 112 | // initialize variables 113 | // the delta is a lerp value within 1 second. depending on the extend speed we have to size it accordingly 114 | extendDelta = this.scaleMax / extendSpeed; 115 | 116 | if (active) 117 | { 118 | // set blade size to maximum 119 | scaleCurrent = scaleMax; 120 | extendDelta *= 1; 121 | } 122 | else 123 | { 124 | // set blade size to minimum 125 | scaleCurrent = scaleMin; 126 | extendDelta *= -1; 127 | } 128 | 129 | } 130 | 131 | public void SetActive( bool active) 132 | { 133 | // whether to scale in positive or negative direction 134 | extendDelta = active ? Mathf.Abs(extendDelta) : -Mathf.Abs(extendDelta); 135 | 136 | } 137 | 138 | public void SetColor( Color color, float intensity) 139 | { 140 | if (light != null) 141 | { 142 | light.color = color; 143 | } 144 | 145 | Color bladeColor = color * intensity; 146 | 147 | // set the color in the shader. _EmissionColor is a reference which is defined in the property of the graph 148 | gameObject.GetComponentInChildren().materials[0].SetColor( SHADER_PROPERTY_EMISSION_COLOR, bladeColor); 149 | 150 | } 151 | 152 | public void updateLight( float lightIntensity) 153 | { 154 | if (this.light == null) 155 | return; 156 | 157 | // light intensity depending on blade size 158 | this.light.intensity = this.scaleCurrent * lightIntensity; 159 | } 160 | 161 | public void updateSize() 162 | { 163 | 164 | // consider delta time with blade extension 165 | scaleCurrent += extendDelta * Time.deltaTime; 166 | 167 | // clamp blade size 168 | scaleCurrent = Mathf.Clamp(scaleCurrent, scaleMin, scaleMax); 169 | 170 | // scale in z direction 171 | gameObject.transform.localScale = new Vector3(this.localScaleX, scaleCurrent, this.localScaleZ); 172 | 173 | // whether the blade is active or not 174 | active = scaleCurrent > 0; 175 | 176 | // show / hide the gameobject depending on the blade active state 177 | if (active && !gameObject.activeSelf) 178 | { 179 | gameObject.SetActive(true); 180 | } 181 | else if(!active && gameObject.activeSelf) 182 | { 183 | gameObject.SetActive(false); 184 | } 185 | 186 | } 187 | } 188 | 189 | private List blades; 190 | 191 | // Use this for initialization 192 | void Awake () { 193 | 194 | // consistency check 195 | if (bladeGameObjects.Count == 0) { 196 | Debug.LogError("No blades found. Must have at least 1 blade!"); 197 | } 198 | 199 | // store initial attributes 200 | blades = new List(); 201 | foreach (GameObject bladeGameObject in bladeGameObjects) 202 | { 203 | blades.Add(new Blade(bladeGameObject, bladeExtendSpeed, weaponActive)); 204 | } 205 | 206 | 207 | // initialize audio depending on beam activitiy 208 | InitializeAudio(); 209 | 210 | // light and blade color 211 | InitializeBladeColor(); 212 | 213 | // initially update blade length, so that it isn't set to what we have in unity's visual editor 214 | UpdateBlades(); 215 | 216 | 217 | } 218 | 219 | void InitializeAudio() 220 | { 221 | 222 | // initialize audio depending on beam activitiy 223 | if (weaponActive) 224 | { 225 | AudioSourceLoop.clip = soundLoop; 226 | AudioSourceLoop.Play(); 227 | } 228 | 229 | } 230 | 231 | // set the color of the light and the blade 232 | void InitializeBladeColor() 233 | { 234 | // update blade color, light color and glow color 235 | foreach (Blade blade in blades) 236 | { 237 | blade.SetColor(bladeColor, bladeColorIntensity); 238 | } 239 | } 240 | 241 | // Update is called once per frame 242 | void Update () { 243 | 244 | // key pressed 245 | if (Input.GetKeyDown(TOGGLE_KEY_CODE)) 246 | { 247 | 248 | ToggleWeaponOnOff(); 249 | 250 | } 251 | 252 | UpdateBlades(); 253 | 254 | 255 | // light and blade color 256 | // only for testing dynamic colors, works. 257 | // UpdateColor(); 258 | 259 | // swing speed 260 | updateSwingHandler(); 261 | 262 | 263 | } 264 | 265 | // calculate swing speed 266 | private void updateSwingHandler() 267 | { 268 | // calculate speed 269 | swingSpeed = (((transform.position - lastSwingPosition).magnitude) / Time.deltaTime); 270 | 271 | // remember last position 272 | lastSwingPosition = transform.position; 273 | 274 | // swing sound 275 | // a probably better solution would be to play the swing sound permanently and only fade the volume in and out depending on the swing speed 276 | if (weaponActive) 277 | { 278 | // if certain swing speed is reached, play swing audio sound. if swinging stopped, fade the volume out 279 | if (swingSpeed > 0.8) // just random swing values; should be more generic 280 | { 281 | if (!AudioSourceSwing.isPlaying) 282 | { 283 | AudioSourceSwing.volume = 1f; 284 | AudioSourceSwing.PlayOneShot(soundSwing); 285 | } 286 | } 287 | else 288 | { 289 | 290 | // fade out volume 291 | if(AudioSourceSwing.isPlaying && AudioSourceSwing.volume > 0) 292 | { 293 | AudioSourceSwing.volume *= 0.9f; // just random swing values; should be more generic 294 | } 295 | else 296 | { 297 | AudioSourceSwing.volume = 0; 298 | AudioSourceSwing.Stop(); 299 | } 300 | 301 | } 302 | } 303 | } 304 | 305 | private void ToggleWeaponOnOff() 306 | { 307 | if (weaponActive) 308 | { 309 | WeaponOff(); 310 | } 311 | else 312 | { 313 | WeaponOn(); 314 | } 315 | 316 | } 317 | 318 | private void WeaponOn() 319 | { 320 | foreach (Blade blade in blades) 321 | { 322 | blade.SetActive(true); 323 | } 324 | 325 | 326 | AudioSource.PlayOneShot(soundOn); 327 | AudioSourceLoop.clip = soundLoop; 328 | AudioSourceLoop.Play(); 329 | 330 | } 331 | 332 | private void WeaponOff() 333 | { 334 | foreach (Blade blade in blades) 335 | { 336 | blade.SetActive(false); 337 | } 338 | 339 | AudioSource.PlayOneShot(soundOff); 340 | AudioSourceLoop.Stop(); 341 | 342 | } 343 | 344 | private void UpdateBlades() 345 | { 346 | foreach (Blade blade in blades) 347 | { 348 | 349 | blade.updateLight( lightIntensity); 350 | blade.updateSize(); 351 | 352 | } 353 | 354 | // weapon is active if any of the blades is active 355 | bool active = false; 356 | foreach (Blade blade in blades) 357 | { 358 | if( blade.active) 359 | { 360 | active = true; 361 | break; 362 | } 363 | 364 | } 365 | 366 | this.weaponActive = active; 367 | } 368 | 369 | } 370 | -------------------------------------------------------------------------------- /Assets/Weapons/Shaders/Blade.ShaderGraph: 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commercially. 4 | 5 | Lightsaber is a registered trademark owned by LUCASFILM ENTERTAINMENT COMPANY LTD. -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # How to create a Lightsaber like Weapon in Unity 2 | 3 | ### Foreword 4 | 5 | This is an educational tutorial, this free asset is for training purposes only. 6 | 7 | This repository covers the HDRP, there's an [additional repository for the Standard Render Pipeline](https://github.com/Roland09/Lightsabers-Tutorial-Standard). 8 | 9 | ### Introduction 10 | 11 | Two years ago, when I started with Unity, I created lightsaber (see Addendum #1) like weapons to toy around in VR. Those have always been free for personal usage. Today I thought I'd try lightsaber like weapons in HDRP and share them as well. You can find the source code on [github](https://github.com/Roland09/Lightsabers-Tutorial). 12 | 13 | ### Preview 14 | 15 | Here's a preview video of what this is about. Click on the picture to open the accompanying youtube video. 16 | 17 | [![How to create Lightsaber like Weapons in Unity](https://img.youtube.com/vi/SJ0ZCCjO5aQ/0.jpg)](https://www.youtube.com/watch?v=SJ0ZCCjO5aQ) 18 | 19 | *Note: I kept the HDRP standard demo scene that everyone is familiar with.* 20 | 21 | ### Quick Setup 22 | 23 | Here are the quick setup steps: 24 | 25 | * create a new project "Weapon Tutorial" using "High-Defintion RP" in Unity 2019.1.5f1 26 | 27 | * enable Realtime Global Illumination in Window -> Rendering -> Lighting Settings 28 | 29 | * add Bloom: Rendering Settings -> Add Override -> Post-processing -> Bloom 30 | 31 | set Intensity 0.491, Scatter 0.487 (whatever you prefer for the glow effect) 32 | 33 | * import the [source code from github](https://github.com/Roland09/Lightsabers-Tutorial) or the [weapons_tutorial.unitypackage](https://github.com/Roland09/Lightsabers-Tutorial/blob/master/Release/weapons_tutorial.unitypackage) 34 | 35 | * drag the "Weapon (Single)" or "Weapon (Double)" or "Weapon (Cross)" prefab into the scene 36 | 37 | * hit play 38 | 39 | * press space to toggle the weapon on and off 40 | 41 | ### Additional Info 42 | 43 | * the shader graph is a modified shader graph conversion of the one I posted in the [Amplify Shader Editor thread](https://forum.unity.com/threads/best-tool-asset-store-award-amplify-shader-editor-node-based-shader-creation-tool.430959/page-32#post-3147421) 44 | 45 | (Credits to "K Re" who did the glow effect graph tutorial for the unreal engine) 46 | 47 | * you might want to add audio for the weapon on / off / loop / swing sound in the Weapon script settings; unfortunately I'm not allowed to provide them 48 | 49 | * regarding light darkening when the weapons activate: if you don't want that, set "Default Post-process" -> Exposure -> Mode: Fixed and adjust Fixed Exposure value. I kept it with the slight darkening, because I like how it adds to the atmosphere 50 | 51 | 52 | 53 | ### How it works 54 | 55 | A lightsaber consists of a hilt and a blade. A hilt is fairly easily created in Blender. First create a circle and keep on extruding it. 56 | Scale the extrusions according to your requirements. Add a seam along an edge, unwrap it and use e. g. UVSquares to make the UVs squared. Looks like this: 57 | 58 | ![blender](https://user-images.githubusercontent.com/10963432/59186121-621b4e00-8b72-11e9-8014-a0537762905d.png) 59 | 60 | *That's the double-sided hilt, I mirrored it along the Z-axis* 61 | 62 | Although you could texturize the model in Blender, I prefer Substance Painter. Export the file as FBX and add a texture in Substance Painter: 63 | 64 | ![substance painter](https://user-images.githubusercontent.com/10963432/59186466-38aef200-8b73-11e9-81e6-9446c8e6e4e5.png) 65 | 66 | The Blade is just a cylinder-like model. The important part is that the pivot point is set at the bottom of the Blade. The extension of the Blade over time in the script works by scaling it along the Z-axis. 67 | 68 | ![blade](https://user-images.githubusercontent.com/10963432/59186600-888db900-8b73-11e9-8211-30572a3c3bd3.png) 69 | 70 | Import the model and textures into Unity. 71 | 72 | Create the weapon gameobject hierarchy like this: 73 | 74 | ![hierarchy](https://user-images.githubusercontent.com/10963432/59186819-284b4700-8b74-11e9-889a-d908fa6af38b.png) 75 | 76 | The parent is just a GameObject with a simple SpinPivot script which makes the weapon spin for show purposes if activated. 77 | 78 | ![spin](https://user-images.githubusercontent.com/10963432/59186825-2b463780-8b74-11e9-9eb1-3dd5a41d1a37.png) 79 | 80 | Then there's the Weapon GameObject itself. It contains the Weapon.cs script which allows you to specify various settings: 81 | 82 | ![weapon](https://user-images.githubusercontent.com/10963432/59186828-2da89180-8b74-11e9-962e-54cd854651eb.png) 83 | 84 | * The blades in an array. All of these will be activated and deactivated upon keypress. Use as many as you like, minimum is 1 85 | * The blade extend speed specifies the time interval in seconds at which the blade will be extended and collapsed 86 | * Weapon Active specifies if the weapon is initially active or not 87 | * Blade Color will be propagated to the blade and the light which is attached to the blade 88 | * Blade Color Intensity defines how much color will be used. This very much depends on your lighting settings (eg if you use lum or another) 89 | * Light Intensity is the intensity of the light which is attached to the blade. It's attached at the center of the blade, the intensity will vary depending on the expansion state 90 | * Then there are various audio sources which will be played when the weapon is switched on, off and is active 91 | 92 | The glow effect is created using a custom shader, a very simple one for now. You could do it with the built-in HDRP shaders as well, but I intend to enhance it with a pulsating one in the future. 93 | 94 | ![shader](https://user-images.githubusercontent.com/10963432/59187508-e7543200-8b75-11e9-894f-bc14cf71c5cb.png) 95 | 96 | ### Render Pipeline Notes 97 | 98 | For now this is available for HDRP. Transforming it to Standard is as easy as creating the simple shader graph for it and converting the materials to standard material. 99 | Then add Post-processing v2 and add the Bloom effect to it. 100 | 101 | ### Addendum 102 | 103 | #1) Please note that Lightsaber is a registered trademark owned by LUCASFILM ENTERTAINMENT COMPANY LTD. The word is being used as reference because it's common knowledge. 104 | 105 | 106 | -------------------------------------------------------------------------------- /Release/weapons_tutorial.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Roland09/Lightsabers-Tutorial/6fb09428592849856f393f3d2e83eb077e7470f6/Release/weapons_tutorial.unitypackage --------------------------------------------------------------------------------