├── PowerVFX ├── Arts │ ├── 1.psd │ ├── 90.jpg │ ├── 1 1.psd │ ├── 1 2.psd │ ├── brick.jpg │ ├── girl1.png │ ├── num.jpg │ ├── Matcap │ │ ├── 1.bmp │ │ ├── 2.bmp │ │ ├── 3.bmp │ │ ├── 4.bmp │ │ ├── 5.bmp │ │ ├── 6.bmp │ │ ├── 7.bmp │ │ ├── IceCap.psd │ │ ├── IceCap.psd.meta │ │ ├── 1.bmp.meta │ │ ├── 3.bmp.meta │ │ ├── 4.bmp.meta │ │ ├── 5.bmp.meta │ │ ├── 6.bmp.meta │ │ ├── 7.bmp.meta │ │ └── 2.bmp.meta │ ├── numberCube.png │ ├── sliceLine.psd │ ├── brick_depth.png │ ├── girl1_height.png │ ├── 20231201-120052.jpg │ ├── NoiseTex │ │ ├── tex1.png │ │ ├── tex2.png │ │ ├── tex3.png │ │ ├── tex4.png │ │ ├── ExampleNoise23D.asset.meta │ │ ├── ExampleNoise2D.asset.meta │ │ ├── tex1.png.meta │ │ ├── tex2.png.meta │ │ ├── tex3.png.meta │ │ └── tex4.png.meta │ ├── Particles Flipbook.png │ ├── tex_vfx-ult_particle_sprite_leaf.png │ ├── tex_vfx-ult_particle_sprite_leaf2.png │ ├── tex_vfx-ult_particle_sprite_leaf3.png │ ├── tex_vfx-ult_particle_sprite_leaf2_green.png │ ├── tex_vfx-ult_particle_sprite_leaf3_green.png │ ├── tex_vfx-ult_particle_sprite_leaf_green.png │ ├── Matcap.meta │ ├── NoiseTex.meta │ ├── tex_vfx-ult_particle_sprite_leaf3.png.meta │ ├── tex_vfx-ult_particle_sprite_leaf2_green.png.meta │ ├── tex_vfx-ult_particle_sprite_leaf3_green.png.meta │ ├── num.jpg.meta │ ├── 1 1.psd.meta │ ├── 1.psd.meta │ ├── 90.jpg.meta │ ├── tex_vfx-ult_particle_sprite_leaf.png.meta │ ├── tex_vfx-ult_particle_sprite_leaf2.png.meta │ ├── 1 2.psd.meta │ ├── sliceLine.psd.meta │ ├── brick.jpg.meta │ ├── girl1.png.meta │ ├── brick_depth.png.meta │ ├── 20231201-120052.jpg.meta │ ├── girl1_height.png.meta │ ├── tex_vfx-ult_particle_sprite_leaf_green.png.meta │ ├── Particles Flipbook.png.meta │ └── numberCube.png.meta ├── Scenes │ ├── AfterTransparent │ │ ├── LightingData.asset │ │ ├── ReflectionProbe-0.exr │ │ ├── LightingData.asset.meta │ │ ├── Global Volume Profile.asset.meta │ │ ├── Global Volume Profile.asset │ │ └── ReflectionProbe-0.exr.meta │ ├── TestPowerVFX.unity.meta │ ├── AfterTransparent.unity.meta │ ├── TestPowerVFX.meta │ ├── AfterTransparent.meta │ ├── urp_powervfx.asset.meta │ ├── urp_powervfx_Renderer.asset.meta │ ├── TestPowerVFX │ │ ├── Global Volume Profile.asset.meta │ │ └── Global Volume Profile.asset │ ├── urp_powervfx.asset │ └── urp_powervfx_Renderer.asset ├── Logs │ ├── Version.log.meta │ └── Version.log ├── Profiles │ ├── Helps.txt.meta │ ├── i18n.txt.meta │ ├── Colors.txt.meta │ ├── Layout.txt.meta │ ├── LayoutMIN_VERSION.txt.meta │ ├── Colors.txt │ ├── Helps.txt │ ├── LayoutMIN_VERSION.txt │ ├── Layout.txt │ └── i18n.txt ├── Arts.meta ├── Lib.meta ├── Lib │ ├── CommonLib.hlsl.meta │ ├── PowerVFXCore.hlsl.meta │ ├── PowerVFXData.hlsl.meta │ ├── PowerVFXInput.hlsl.meta │ ├── PowerVFXPass.hlsl.meta │ ├── PowerVFXPassVersion.hlsl.meta │ ├── PowerVFXPassMinVersion.hlsl.meta │ ├── CommonLib.hlsl │ ├── PowerVFXPassVersion.hlsl │ ├── PowerVFXData.hlsl │ └── PowerVFXPassMinVersion.hlsl ├── Logs.meta ├── PowerVFX.asmdef.meta ├── Test.meta ├── Profiles.meta ├── Scenes.meta ├── Scripts.meta ├── Scripts │ ├── Tools.meta │ ├── RenderToTexture.meta │ ├── RenderToTexture │ │ ├── drp.meta │ │ ├── urp.meta │ │ ├── Resources.meta │ │ ├── Resources │ │ │ ├── Shaders.meta │ │ │ └── Shaders │ │ │ │ ├── Unlit_ShowScreenColor.mat.meta │ │ │ │ ├── ShowCameraTexture.shader.meta │ │ │ │ ├── BlurLib.hlsl.meta │ │ │ │ ├── BlurBackground.shader.meta │ │ │ │ ├── GaussianBlur.shader.meta │ │ │ │ ├── Unlit_ShowScreenColor.mat │ │ │ │ ├── BlurLib.hlsl │ │ │ │ ├── ShowCameraTexture.shader │ │ │ │ ├── GaussianBlur.shader │ │ │ │ └── BlurBackground.shader │ │ ├── drp │ │ │ ├── CustomTargetCamera.cs.meta │ │ │ └── CustomTargetCamera.cs │ │ └── urp │ │ │ ├── AfterTransparentRender.cs.meta │ │ │ ├── AfterTransparentRenderSettingSO.cs.meta │ │ │ ├── AfterTransparentRenderSettingSO.cs │ │ │ └── AfterTransparentRender.cs │ └── Tools │ │ ├── PowerVFXMinVersionChecker.cs.meta │ │ └── PowerVFXMinVersionChecker.cs ├── Test │ ├── MinVersion.meta │ ├── TestSheet.meta │ ├── test.mat.meta │ ├── BlurImage.mat.meta │ ├── test 1.mat.meta │ ├── test 2.mat.meta │ ├── testSprite.mat.meta │ ├── testUI.mat.meta │ ├── particle distortion.mat.meta │ ├── MinVersion │ │ ├── test 1_min.mat.meta │ │ └── test 1_min.mat │ ├── TestSheet │ │ ├── Unlit_TestSheet.mat.meta │ │ ├── TestSheet.shader.meta │ │ ├── Unlit_TestSheet.mat │ │ └── TestSheet.shader │ └── BlurImage.mat ├── PowerVFX.asmdef └── PowerVFXShader.shader.meta ├── .gitignore ├── LICENSE.meta ├── README.md.meta ├── PowerVFX.meta └── README.md /PowerVFX/Arts/1.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/redcool/PowerVFX/HEAD/PowerVFX/Arts/1.psd -------------------------------------------------------------------------------- /PowerVFX/Arts/90.jpg: -------------------------------------------------------------------------------- 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NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PowerVFX/Test/MinVersion/test 1_min.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14781f3d8c848334bba46174afcaccb6 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PowerVFX/Test/TestSheet/Unlit_TestSheet.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45b0d01d1f0d6c5409c18b1b00424056 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PowerVFX/Scenes/urp_powervfx_Renderer.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98458a6a14c505c44894fd7a4a5bdb96 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PowerVFX/Scenes/AfterTransparent/LightingData.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d4c67c12894bcf547948b714541a97d5 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 112000000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PowerVFX/Scenes/TestPowerVFX/Global Volume Profile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55eeb5338d3724541b0cd50ba7c197f8 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PowerVFX/Scenes/AfterTransparent/Global Volume Profile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b3782d2e35842748947074c8ac12cd9 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # PowerVFX 2 | a shader for special effect 3 | 4 | Reference Git 5 | https://github.com/redcool/PowerUtilities.git 6 | https://github.com/redcool/PowerShaderLib.git 7 | 8 | put them into same folder. 9 | 10 | CN Docs: 11 | https://gamebox1.yuque.com/staff-nb8i9p/gqhkx4/dnribz -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/Resources/Shaders/Unlit_ShowScreenColor.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 677dad28cb3c27f43a97cc14a959b0a8 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /PowerVFX/Test/TestSheet/TestSheet.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45ebf51dd5cefa14eb55bc94cb92fb00 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/Resources/Shaders/ShowCameraTexture.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eca56fc8d7d868a40af323e106b7f076 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/Resources/Shaders/BlurLib.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 24dc1385c23f00441bf3aac4bef1356d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/Resources/Shaders/BlurBackground.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d53b0ad4f63c824295a33116a6d3c2c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/Resources/Shaders/GaussianBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf9e24bc92a14e44f97826f5a4dfd760 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/Tools/PowerVFXMinVersionChecker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 636cbaebd3c8cb142aa5ee3250d0a03e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/drp/CustomTargetCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34e156e614f5c364eb2b333afaa6501a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/urp/AfterTransparentRender.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1bde93f408909af4097f3e7a62097401 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/urp/AfterTransparentRenderSettingSO.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4560a66f88255594ead747af718c0dbc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /PowerVFX/Profiles/Colors.txt: -------------------------------------------------------------------------------- 1 | // PowerVFX 颜色配置文件 2 | // 为注释行 3 | 4 | // new features #88ff88 5 | 6 | 7 | //macros color 8 | _PbrLightOn=#ff8800 9 | _VertexWaveOn=#ff8800 10 | _FresnelOn=#ff8800 11 | _DissolveClipOn=#ff8800 12 | _DistortionOn=#ff8800 13 | _DissolveOn=#ff8800 14 | _OffsetOn=#ff8800 15 | _ParallaxOn=#ff8800 16 | _EnvReflectOn=#ff8800 17 | _EnvRefractionOn=#ff8800 18 | _MatCapOn=#ff8800 19 | _DepthFadingOn=#ff8800 20 | _GlitchOn=#ff8800 -------------------------------------------------------------------------------- /PowerVFX/Lib/CommonLib.hlsl: -------------------------------------------------------------------------------- 1 | #if !defined(COMMON_LIB_INC) 2 | #define COMMON_LIB_INC 3 | #define FLT_MIN 1.175494351e-38 4 | // ---- custom symbols 5 | #define branch_if UNITY_BRANCH if 6 | #define loop_for UNITY_LOOP for 7 | 8 | // #define USE_URP 9 | #include "../../../PowerShaderLib/Lib/UnityLib.hlsl" 10 | #include "../../../PowerShaderLib/Lib/MathLib.hlsl" 11 | #include "../../../PowerShaderLib/Lib/PowerUtils.hlsl" 12 | // #include "../../../PowerShaderLib/Lib/Fragment.hlsl" 13 | 14 | #endif //COMMON_LIB_INC -------------------------------------------------------------------------------- /PowerVFX/PowerVFX.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "PowerVFX", 3 | "rootNamespace": "", 4 | "references": [ 5 | "GUID:df380645f10b7bc4b97d4f5eb6303d95", 6 | "GUID:15fc0a57446b3144c949da3e2b9737a9", 7 | "GUID:5a5cc6c9cee917248a0beb2ae4b4170f", 8 | "GUID:4ccd971c6cf07f04ea3f16f8ae112570", 9 | "GUID:4d7978c8e91b36c4898b68b93a664cc7" 10 | ], 11 | "includePlatforms": [], 12 | "excludePlatforms": [], 13 | "allowUnsafeCode": false, 14 | "overrideReferences": false, 15 | "precompiledReferences": [], 16 | "autoReferenced": true, 17 | "defineConstraints": [], 18 | "versionDefines": [], 19 | "noEngineReferences": false 20 | } -------------------------------------------------------------------------------- /PowerVFX/PowerVFXShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8cf021abb8a27644490ac2f7e882470a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: 6 | - _MainTex: {instanceID: 0} 7 | - _MainTexMask: {instanceID: 0} 8 | - _VertexWaveAtten_MaskMap: {instanceID: 0} 9 | - _DistortionNoiseTex: {instanceID: 0} 10 | - _DistortionMaskTex: {instanceID: 0} 11 | - _DissolveTex: {instanceID: 0} 12 | - _OffsetTex: {instanceID: 0} 13 | - _OffsetMaskTex: {instanceID: 0} 14 | - _EnvMap: {instanceID: 0} 15 | - _MatCapTex: {instanceID: 0} 16 | - _NormalMap: {instanceID: 0} 17 | - _PbrMask: {instanceID: 0} 18 | nonModifiableTextures: [] 19 | preprocessorOverride: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /PowerVFX/Lib/PowerVFXPassVersion.hlsl: -------------------------------------------------------------------------------- 1 | #if !defined(POWER_VFX_PASS_VERSION_HLSL) 2 | #define POWER_VFX_PASS_VERSION_HLSL 3 | 4 | // #if !defined(PBR_LIGHTING) &&!defined(ADDITIONAL_LIGHT_SHADOWS_SOFT) &&!defined(ERTEX_WAVE_ON) &&!defined(RESNEL_ON) &&!defined(LPHA_TEST) &&!defined(ISTORTION_ON) &&!defined(ISSOLVE_ON) &&!defined(FFSET_ON) &&!defined(NV_REFLECT_ON) &&!defined(NV_REFRACTION_ON) &&!defined(ATCAP_ON) &&!defined(ATCAP_ROTATE_ON) &&!defined(EPTH_FADING_ON) &&!defined(OUBLE_EFFECT_ON) &&!defined(OFFSET_BLEND_REPLACE_MODE) &&!defined(HEET_ANIM_BLEND_ON) 5 | // #define MIN_VERSION 6 | // #endif 7 | 8 | #if defined(MIN_VERSION) 9 | #include "PowerVFXPassMinVersion.hlsl" 10 | #else 11 | #include "PowerVFXPass.hlsl" 12 | #endif 13 | 14 | #endif //POWER_VFX_PASS_VERSION_HLSL -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/Resources/Shaders/Unlit_ShowScreenColor.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: Unlit_ShowScreenColor 11 | m_Shader: {fileID: 4800000, guid: eca56fc8d7d868a40af323e106b7f076, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _MainTex: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | m_Floats: [] 27 | m_Colors: [] 28 | m_BuildTextureStacks: [] 29 | -------------------------------------------------------------------------------- /PowerVFX/Test/TestSheet/Unlit_TestSheet.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: Unlit_TestSheet 11 | m_Shader: {fileID: 4800000, guid: 45ebf51dd5cefa14eb55bc94cb92fb00, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _MainTex: 23 | m_Texture: {fileID: 2800000, guid: 59a318bb1780e4746abcbd2551380fc8, type: 3} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | m_Floats: 27 | - _Id: 10 28 | m_Colors: 29 | - _Sheet: {r: 9, g: 4, b: 1, a: 1} 30 | m_BuildTextureStacks: [] 31 | -------------------------------------------------------------------------------- /PowerVFX/Scenes/AfterTransparent/Global Volume Profile.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} 13 | m_Name: Global Volume Profile 14 | m_EditorClassIdentifier: 15 | components: 16 | - {fileID: 584361554614384226} 17 | --- !u!114 &584361554614384226 18 | MonoBehaviour: 19 | m_ObjectHideFlags: 3 20 | m_CorrespondingSourceObject: {fileID: 0} 21 | m_PrefabInstance: {fileID: 0} 22 | m_PrefabAsset: {fileID: 0} 23 | m_GameObject: {fileID: 0} 24 | m_Enabled: 1 25 | m_EditorHideFlags: 0 26 | m_Script: {fileID: 11500000, guid: 5485954d14dfb9a4c8ead8edb0ded5b1, type: 3} 27 | m_Name: LiftGammaGain 28 | m_EditorClassIdentifier: 29 | active: 1 30 | m_AdvancedMode: 0 31 | lift: 32 | m_OverrideState: 1 33 | m_Value: {x: 1, y: 0, z: 0.4475603, w: 0.031347957} 34 | gamma: 35 | m_OverrideState: 0 36 | m_Value: {x: 1, y: 1, z: 1, w: 0} 37 | gain: 38 | m_OverrideState: 0 39 | m_Value: {x: 1, y: 1, z: 1, w: 0} 40 | -------------------------------------------------------------------------------- /PowerVFX/Profiles/Helps.txt: -------------------------------------------------------------------------------- 1 | // property's help text 2 | _MainTex=基础图 3 | _DoubleEffectOn=(扭曲,流光)开双重效果 4 | _MainUVAngle=主uv旋转角度 5 | _MainTexOffsetStop=主纹理offset不为0时,将自动滚动,勾上将停止滚动 6 | _MainTexOffset_CustomData_On=使用ParticleSystem的CustomData控制主纹理偏移 7 | _MainTexOffset_CustomData_X=主uv.x 受控的customData的数据,c1:CustomData1,c2:CustomData2 8 | _MainTexOffset_CustomData_Y=主uv.y 受控的customData的数据,c1:CustomData1,c2:CustomData2 9 | _MainTexSaturate=控制主纹理的饱和度 10 | _ColorScale=控制主颜色值的强度 11 | _MainTexMultiAlpha=主纹理a,顶点色a,主颜色.a乘到 主纹理的rgb 12 | _MainTexSingleChannelOn=主纹理使用单色 13 | _MainTexChannel=要使用的通道 14 | _BackFaceOn=显示物体背面,剔除模式需为Off 15 | _BackFaceColor=背面的颜色乘数 16 | 17 | _MainTexMaskOffsetStop=主纹理遮罩offset不为0时,将自动滚动,勾上将停止滚动 18 | _MainTexMaskOffsetCustomDataOn=使用particleSystem's CustomData控制遮罩的滚动 19 | _MainTexMaskOffsetCustomDataX=uv.x 受控的customData的数据,c1:CustomData1,c2:CustomData2 20 | _MainTexMaskOffsetCustomDataX=uv.y 受控的customData的数据,c1:CustomData1,c2:CustomData2 21 | 22 | _MainTexUseScreenColor=使用屏幕颜色,用于屏幕扭曲 23 | 24 | _MainTexSheet=使用序列帧动画(xy,水平,竖直的数量) 25 | _MainTexSheetAnimSpeed=多少帧每秒 26 | 27 | _OffsetRadialRot=径向扭曲角度(受流光方向x控制) 28 | _OffsetRadialUVOffset=径向平移(受流光方向y控制) 29 | 30 | //-----------溶解 31 | _DissolveByVertexColor=溶解数据使用顶点色或溶解图 32 | _DissolveUVType=溶解图采用用uv,若uv被占用,可用uv1 33 | 34 | //-----------Alpha 35 | _OverrideAlphaChannel=alpha使用rgb通道 36 | 37 | _DepthOffsetFactor=深度斜率缩放 38 | _DepthOffsetUnit=缩放最小深度值 -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/urp/AfterTransparentRenderSettingSO.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Rendering.Universal; 4 | namespace PowerUtilities 5 | { 6 | [Serializable] 7 | public class AfterTransparentRenderSettingSO : ScriptableObject 8 | { 9 | [Header("Options")] 10 | public string gameCameraTag = "MainCamera"; 11 | 12 | [Header("Grab Pass")] 13 | [Tooltip("Blit CameraColorTarget to _CameraOpaqueTexture,can holding transparent objects")] 14 | public bool enableGrabPass = true; 15 | public RenderPassEvent grabPassEvent = RenderPassEvent.AfterRenderingTransparents; 16 | public int grabPassEventOffset = 0; 17 | 18 | [Header("Grab Pass Blur")] 19 | public bool applyBlur; 20 | [Range(0, 4)] public int opaqueTextureDownSample = 3; 21 | [Range(0.01f, 1f)] public float blurScale = 0.5f; 22 | 23 | [Header("Render Pass")] 24 | [Tooltip("render objects after grabpass, then can use new _CameraOpaqueTexture")] 25 | public bool enableRenderPass = true; 26 | public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents; 27 | public int renderPassEventOffset = 1; 28 | public bool isClearDepth; 29 | public string[] additionalLightModes; 30 | 31 | public LayerMask layer = 0; 32 | } 33 | } -------------------------------------------------------------------------------- /PowerVFX/Arts/tex_vfx-ult_particle_sprite_leaf3.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e931701f922152a41926c3df38232c9c 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 0 9 | linearTexture: 0 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | cubemapConvolution: 0 24 | cubemapConvolutionSteps: 8 25 | cubemapConvolutionExponent: 1.5 26 | seamlessCubemap: 0 27 | textureFormat: -1 28 | maxTextureSize: 1024 29 | textureSettings: 30 | filterMode: 1 31 | aniso: 1 32 | mipBias: -1 33 | wrapMode: 1 34 | nPOTScale: 1 35 | lightmap: 0 36 | rGBM: 0 37 | compressionQuality: 50 38 | spriteMode: 0 39 | spriteExtrude: 1 40 | spriteMeshType: 1 41 | alignment: 0 42 | spritePivot: {x: .5, y: .5} 43 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 44 | spritePixelsToUnits: 100 45 | alphaIsTransparency: 0 46 | textureType: 5 47 | buildTargetSettings: [] 48 | spriteSheet: 49 | sprites: [] 50 | spritePackingTag: 51 | userData: 52 | assetBundleName: 53 | assetBundleVariant: 54 | -------------------------------------------------------------------------------- /PowerVFX/Arts/tex_vfx-ult_particle_sprite_leaf2_green.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1bcfa2023099a74bb962de8f991c166 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 0 9 | linearTexture: 0 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | cubemapConvolution: 0 24 | cubemapConvolutionSteps: 8 25 | cubemapConvolutionExponent: 1.5 26 | seamlessCubemap: 0 27 | textureFormat: -1 28 | maxTextureSize: 1024 29 | textureSettings: 30 | filterMode: 1 31 | aniso: 1 32 | mipBias: -1 33 | wrapMode: 1 34 | nPOTScale: 1 35 | lightmap: 0 36 | rGBM: 0 37 | compressionQuality: 50 38 | spriteMode: 0 39 | spriteExtrude: 1 40 | spriteMeshType: 1 41 | alignment: 0 42 | spritePivot: {x: .5, y: .5} 43 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 44 | spritePixelsToUnits: 100 45 | alphaIsTransparency: 0 46 | textureType: 5 47 | buildTargetSettings: [] 48 | spriteSheet: 49 | sprites: [] 50 | spritePackingTag: 51 | userData: 52 | assetBundleName: 53 | assetBundleVariant: 54 | -------------------------------------------------------------------------------- /PowerVFX/Arts/tex_vfx-ult_particle_sprite_leaf3_green.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 65534b60dfd28814d8b9f720e0a7e0b2 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 0 9 | linearTexture: 0 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | cubemapConvolution: 0 24 | cubemapConvolutionSteps: 8 25 | cubemapConvolutionExponent: 1.5 26 | seamlessCubemap: 0 27 | textureFormat: -1 28 | maxTextureSize: 1024 29 | textureSettings: 30 | filterMode: 1 31 | aniso: 1 32 | mipBias: -1 33 | wrapMode: 1 34 | nPOTScale: 1 35 | lightmap: 0 36 | rGBM: 0 37 | compressionQuality: 50 38 | spriteMode: 0 39 | spriteExtrude: 1 40 | spriteMeshType: 1 41 | alignment: 0 42 | spritePivot: {x: .5, y: .5} 43 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 44 | spritePixelsToUnits: 100 45 | alphaIsTransparency: 0 46 | textureType: 5 47 | buildTargetSettings: [] 48 | spriteSheet: 49 | sprites: [] 50 | spritePackingTag: 51 | userData: 52 | assetBundleName: 53 | assetBundleVariant: 54 | -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/Resources/Shaders/BlurLib.hlsl: -------------------------------------------------------------------------------- 1 | #if !defined(BLUR_LIB_HLSL) 2 | #define BLUR_LIB_HLSL 3 | 4 | 5 | const static float WEIGHTS_3[3] = {0.147761,0.118318,0.0947416}; 6 | const static float WEIGHTS_7[4] = {0.3,0.2,0.1,0.05}; 7 | 8 | float3 Gaussian7(sampler2D tex,float2 uv,float2 uvOffset){ 9 | float3 c = tex2D(tex,uv+0) * WEIGHTS_7[0]; 10 | for(int i=1;i<4;i++){ 11 | c += tex2D(tex,uv + uvOffset * i) * WEIGHTS_7[i]; 12 | c += tex2D(tex,uv - uvOffset * i) * WEIGHTS_7[i]; 13 | } 14 | return c; 15 | } 16 | 17 | float3 BoxBlur(sampler2D tex,float2 uv,float2 uvOffset){ 18 | float3 c = tex2D(tex,uv); 19 | c += tex2D(tex,uv + uvOffset); 20 | c += tex2D(tex,uv - uvOffset); 21 | return c*0.33; 22 | } 23 | 24 | 25 | 26 | #define BOX_SAMPLES 10 27 | #define BOX_SAMPLES_F 10.0 28 | #define BOX_SAMPLE_COUNT 9.0 29 | float3 BoxBlur10(sampler2D tex,float2 uv,float2 blurScale){ 30 | float3 c = 0 ; 31 | for(int i=0;i 14 | /// MIN_VERSION, this keywords not to be used 15 | /// 16 | static readonly string[] keywords = new [] 17 | { 18 | "PBR_LIGHTING", 19 | // "_RECEIVE_SHADOWS_ON", 20 | "_ADDITIONAL_LIGHT_SHADOWS_SOFT", 21 | "VERTEX_WAVE_ON", 22 | "FRESNEL_ON", 23 | //"ALPHA_TEST", 24 | //"DISTORTION_ON", 25 | //"DISSOLVE_ON", 26 | "OFFSET_ON", 27 | "ENV_REFLECT_ON", 28 | "ENV_REFRACTION_ON", 29 | "MATCAP_ON", 30 | // "MATCAP_ROTATE_ON", 31 | "DEPTH_FADING_ON", 32 | // "DOUBLE_EFFECT_ON", 33 | // "_OFFSET_BLEND_REPLACE_MODE", 34 | // "SHEET_ANIM_BLEND_ON" 35 | "_GLITCH_ON" 36 | }; 37 | 38 | /// 39 | /// MIN_VERSION this properties not to be used 40 | /// 41 | static readonly string[] props = new[] 42 | { 43 | "_MainTexOffset_CustomData_On", 44 | "_MainTexMaskOffsetCustomDataOn", 45 | // dissvole 46 | "_FresnelOn", 47 | "_PixelDissolveOn", 48 | "_DissolveEdgeOn", 49 | // distortion 50 | "_DistortionRadialUVOn", 51 | }; 52 | 53 | static bool IsKeywordsValid(string[] materialKeywords) 54 | => IsValid(materialKeywords, materialKeyword => keywords.Contains(materialKeyword)); 55 | 56 | private static bool IsPropValid(Material m) => 57 | IsValid(props, propName => m.GetFloat(propName) != 0); 58 | 59 | 60 | static bool IsValid(IEnumerable keys,Func onCheck) 61 | { 62 | foreach (var name in keys) 63 | { 64 | if(onCheck(name)) return false; 65 | } 66 | return true; 67 | } 68 | 69 | static bool IsValidMinVersion(Material m) 70 | { 71 | return IsPropValid(m) && IsKeywordsValid(m.shaderKeywords); 72 | } 73 | 74 | [MenuItem("PowerUtilities/PowerVFX/Check MinVersion (selected folder)")] 75 | static void CheckMinVersion() 76 | { 77 | var folders = SelectionTools.GetSelectedFolders(); 78 | var list = AssetDatabaseTools.FindAssetsInProject("t:material", folders); 79 | var q = list.Where(m => m.shader.name.Contains("PowerVFX")); 80 | var count = 0; 81 | q.ForEach(m => 82 | { 83 | if(IsValidMinVersion(m)) 84 | { 85 | //m.SetFloat("_MinVersion",1); 86 | m.EnableKeyword("MIN_VERSION"); 87 | count++; 88 | } 89 | }); 90 | Debug.Log("PowerVFX MinVersion count: "+count); 91 | } 92 | 93 | } 94 | #endif -------------------------------------------------------------------------------- /PowerVFX/Scenes/TestPowerVFX/Global Volume Profile.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &-5989225662388341734 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 3 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 0b2db86121404754db890f4c8dfe81b2, type: 3} 13 | m_Name: Bloom 14 | m_EditorClassIdentifier: 15 | active: 1 16 | 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/PowerVFX/Test/TestSheet/TestSheet.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/TestSheet" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Sheet("_Sheet",vector)=(1,1,1,1) 7 | [Tooltip(need helps)]_Id("id",int) = 0 8 | } 9 | SubShader 10 | { 11 | Tags { "RenderType"="Opaque" } 12 | LOD 100 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | // make fog work 20 | #pragma multi_compile_fog 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct appdata 25 | { 26 | float4 vertex : POSITION; 27 | float2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | UNITY_FOG_COORDS(1) 34 | float4 vertex : SV_POSITION; 35 | }; 36 | 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | float2 _Sheet; 40 | float _Id; 41 | 42 | v2f vert (appdata v) 43 | { 44 | v2f o; 45 | o.vertex = UnityObjectToClipPos(v.vertex); 46 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 47 | UNITY_TRANSFER_FOG(o,o.vertex); 48 | return o; 49 | } 50 | 51 | /** 52 | Remap uv to rect uv 53 | 54 | sheet[x:number of row,y:number of column] 55 | 56 | Testcase: 57 | float2 uv = i.uv; 58 | uv = RectUV(_Id * _Time.y,uv,_Sheet,true); 59 | half4 col = tex2D(_MainTex, uv); 60 | */ 61 | 62 | float2 RectUV(float id,float2 uv,half2 sheet,bool invertY,bool playOnce){ 63 | /* 64 | id = id % (sheet.x*sheet.y); // play loop 65 | id = min(sheet.x*sheet.y-0.1,id) // play once 66 | */ 67 | half count = sheet.x*sheet.y; 68 | id %= count; 69 | // id = playOnce ? min(count-0.1,id) : id % count; // play mode 70 | 71 | int x = (id % sheet.x); 72 | int y = (id / sheet.x); 73 | y= invertY ? 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-------------------------------------------------------------------------------- 1 | Shader "Unlit/Blur/BlurBackground" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Fade("_Fade",range(0,1)) = 0.5 7 | 8 | [Header(Blur Mode)] 9 | [Toggle(_GAUSSIAN_BLUR)] _GaussianBlur("_GaussianBlur",int) = 1 10 | 11 | [Header(Blur Options)] 12 | _BlurScale("_BlurScale",range(0.5,5)) = 1 13 | 14 | _NormalMap("_NormalMap",2d) = "bump"{} 15 | _NormalScale("_NormalScale",float) = 1 16 | } 17 | SubShader 18 | { 19 | LOD 100 20 | 21 | Pass 22 | { 23 | CGPROGRAM 24 | #pragma vertex vert 25 | #pragma fragment frag 26 | #pragma shader_feature _GAUSSIAN_BLUR 27 | 28 | #include "UnityCG.cginc" 29 | #include "BlurLib.hlsl" 30 | 31 | struct appdata 32 | { 33 | float4 vertex : POSITION; 34 | float2 uv : TEXCOORD0; 35 | }; 36 | 37 | struct v2f 38 | { 39 | float4 uv : TEXCOORD0; 40 | float4 screenPos:TEXCOORD1; 41 | float4 vertex : SV_POSITION; 42 | }; 43 | 44 | sampler2D _MainTex; 45 | sampler2D _CameraOpaqueTexture; 46 | float4 _CameraOpaqueTexture_TexelSize; 47 | sampler2D _NormalMap; 48 | 49 | CBUFFER_START(UnityPerMaterial) 50 | float4 _MainTex_ST; 51 | float _Fade; 52 | 53 | float _BlurScale; 54 | 55 | 56 | float4 _NormalMap_ST; 57 | float _NormalScale; 58 | CBUFFER_END 59 | 60 | v2f vert (appdata v) 61 | { 62 | v2f o; 63 | o.vertex = UnityObjectToClipPos(v.vertex); 64 | o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); 65 | o.uv.zw = TRANSFORM_TEX(v.uv,_NormalMap); 66 | 67 | #if UNITY_UV_STARTS_AT_TOP 68 | half sign = 1; 69 | #else 70 | half sign = -1; 71 | #endif 72 | 73 | o.screenPos.xy = (half2(o.vertex.x,o.vertex.y * sign) + o.vertex.w) * 0.5; 74 | o.screenPos.zw = o.vertex.zw; 75 | return o; 76 | } 77 | 78 | half4 frag (v2f i) : SV_Target 79 | { 80 | float2 bump = UnpackNormal(tex2D(_NormalMap,i.uv.zw)).xy * _NormalScale; 81 | 82 | half2 screenUV = i.screenPos.xy/i.screenPos.w; 83 | 84 | half4 col = 0; 85 | #if defined(_GAUSSIAN_BLUR) 86 | col.xyz += 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m_PrefilteringModeDeferredRendering: 1 102 | m_PrefilteringModeScreenSpaceOcclusion: 1 103 | m_PrefilterDebugKeywords: 0 104 | m_PrefilterWriteRenderingLayers: 0 105 | m_PrefilterHDROutput: 0 106 | m_PrefilterSSAODepthNormals: 0 107 | m_PrefilterSSAOSourceDepthLow: 0 108 | m_PrefilterSSAOSourceDepthMedium: 0 109 | m_PrefilterSSAOSourceDepthHigh: 0 110 | m_PrefilterSSAOInterleaved: 0 111 | m_PrefilterSSAOBlueNoise: 0 112 | m_PrefilterSSAOSampleCountLow: 0 113 | m_PrefilterSSAOSampleCountMedium: 0 114 | m_PrefilterSSAOSampleCountHigh: 0 115 | m_PrefilterDBufferMRT1: 0 116 | m_PrefilterDBufferMRT2: 0 117 | m_PrefilterDBufferMRT3: 0 118 | m_PrefilterSoftShadowsQualityLow: 0 119 | m_PrefilterSoftShadowsQualityMedium: 0 120 | m_PrefilterSoftShadowsQualityHigh: 0 121 | m_PrefilterSoftShadows: 0 122 | m_PrefilterScreenCoord: 0 123 | m_PrefilterNativeRenderPass: 0 124 | m_ShaderVariantLogLevel: 0 125 | m_ShadowCascades: 0 126 | 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sprites: [] 143 | outline: [] 144 | physicsShape: [] 145 | bones: [] 146 | spriteID: 147 | internalID: 0 148 | vertices: [] 149 | indices: 150 | edges: [] 151 | weights: [] 152 | secondaryTextures: [] 153 | nameFileIdTable: {} 154 | spritePackingTag: 155 | pSDRemoveMatte: 0 156 | pSDShowRemoveMatteOption: 0 157 | userData: 158 | assetBundleName: 159 | assetBundleVariant: 160 | -------------------------------------------------------------------------------- /PowerVFX/Profiles/Layout.txt: -------------------------------------------------------------------------------- 1 | // PowerVFXLayout, when edit this file need reselect material 2 | // _PresetBlendMode , _RenderQueue 3 | 4 | 5 | // Tabs 6 | tabNames = Settings, Main,VertexWave, Distortion, Dissolve, Offset, Fresnel,EnvReflect,MatCap,Alpha,Light,Glitch,Fog,Parallax,CustomDatas 7 | 8 | // Tab's contents 9 | Settings = _CullMode, _ZWriteMode,_ZTestMode,_BlendOp,_DepthFadingOn,_DepthFadingWidth,_DepthFadingMax,_DepthFadingColor,_ColorMask,_DepthOffsetFactor,_DepthOffsetUnit,_PresetBlendMode,_RenderQueue,_ToggleGroups,_StencilComp,_Stencil,_StencilOp,_ZFail,_Version 10 | Main = _MainTex, _MainUVAngle,_MainTexOffsetStop, _MainTexOffset_CustomData_On,_MainTexOffset_CustomData_X,_MainTexOffset_CustomData_Y,_MainTexSaturate,_MainTexSingleChannelOn,_MainTexChannel,_MainTexMultiAlpha, _Color,_ColorScale,_PremultiVertexColor,_VertexColorChannelOn,_VertexColorChannel,_PerChannelColorOn,_ColorX,_ColorY,_ColorZ,_BackFaceOn,_BackFaceColor, _MainTexMask,_MainTexMaskOffsetStop,_MainTexMaskChannel,_MainTexMaskOffsetCustomDataOn,_MainTexMaskOffsetCustomDataX,_MainTexMaskOffsetCustomDataY,_MainTexUseScreenColor,_MainTexUseScreenUV,_FullScreenMode,_MainTexSheet,_MainTexSheetAnimSpeed,_MainTexSheetAnimBlendOn,_SpriteUVStart 11 | VertexWave = _VertexWaveOn,_NoiseUseAttenMaskMap,_VertexWaveSpeed,_VertexWaveSpeedManual,_VertexWaveIntensity,_VertexWaveIntensityCustomDataOn,_VertexWaveIntensityCustomData,_VertexWaveAtten_VertexColor,_VertexWaveDirAtten,_VertexWaveDirAttenCustomDataOn,_VertexWaveDirAttenCustomData,_VertexWaveDirAlongNormalOn,_VertexWaveDirAtten_LocalSpaceOn,_VertexWaveAtten_NormalAttenOn,_UVCircleDist2,_VertexWaveAtten_MaskMapOn,_VertexWaveAtten_MaskMap,_VertexWaveAtten_MaskMapOffsetStopOn,_VertexWaveAtten_MaskMapChannel,_VertexWaveAttenMaskOffsetCustomDataOn,_VertexWaveAttenMaskOffsetCustomData 12 | Distortion = _DistortionOn, _DistortionNoiseTex, _DistortionMaskTex, _DistortionMaskChannel, _DistortionIntensity,_DistortionCustomDataOn,_DistortionCustomData, _DistortTile, _DistortDir,_DistortionRadialUVOn,_DistortionRadialCenter_Scale,_DistortionRadialRot,_DistortionApplyToMainTex,_DistortionApplyToOffset,_DistortionApplyToMainTexMask,_DistortionApplyToDissolve 13 | Dissolve = _DissolveOn,_DissolveRevert,_DissolveByVertexColor, _DissolveTex,_DissolveTexOffsetStop, _DissolveTexChannel,_DissolveUVType, _DissolveMaskFromTexOn,_DissolveMaskResampleOn,_DissolveMask_ST,_DissolveMaskChannel, _DissolveCustomDataOn,_DissolveCustomData,_DissolveFadingMin,_DissolveFadingMax, _DissolveClipOn,_Cutoff, _PixelDissolveOn,_PixelWidth,_DissolveEdgeOn,_DissolveEdgeWidthCustomDataOn,_DissolveEdgeWidthCustomData, _EdgeWidth, _EdgeColor,_EdgeColor2 14 | Offset = _OffsetOn, _OffsetTex, _OffsetTile, _OffsetDir,_StopAutoOffset,_OffsetCustomDataOn,_OffsetLayer1_CustomData_X,_OffsetLayer1_CustomData_Y, _OffsetTexColorTint, _OffsetTexColorTint2, _OffsetMaskTex,_OffsetMaskPanStop, _OffsetMaskChannel,_OffsetMaskApplyMainTexAlpha, _OffsetBlendIntensity,_OffsetBlendMode,_OffsetBlendReplaceMode,_OffsetBlendReplaceMode_Channel, _OffsetHeightMap, _OffsetHeight,_OffsetRadialUVOn,_OffsetRadialCenter_Scale,_OffsetRadialRot,_OffsetRadialUVOffset 15 | Fresnel = _FresnelOn,_FresnelColorMode, _FresnelColor,_FresnelColor2,_FresnelPowerMin, _FresnelPowerMax,_BlendScreenColor,_FresnelAlphaBase 16 | EnvReflect = _EnvReflectOn,_EnvReflectionColor,_EnvRotateInfo,_EnvRotateAutoStop,_EnvRefractionOn,_EnvRefractionIOR,_EnvRefractionColor,,_EnvRefractRotateInfo,_EnvRefractRotateAutoStop,_RefractMode, _EnvMap, _EnvIntensity ,_EnvOffset,_EnvMaskUseMainTexMask, _EnvMapMaskChannel 17 | MatCap = _MatCapOn,_MatCapTex,_MatCapColor, _MatCapIntensity,_MatCapRotateOn,_MatCapAngle 18 | Alpha = _AlphaMin,_AlphaMax,_AlphaScale,_PresetBlendMode,,_RenderQueue,_OverrideAlphaChannel,_ViewFadingDist,_AlphaTestOn,_Cutoff 19 | Light = _PbrLightOn,_NormalMapOn,_NormalMap,_NormalMapScale,_PbrMask,_Metallic,_Smoothness,_Occlusion,_CustomLightOn,_CustomLightDir,_CustomLightColor,_CustomLightColorUsage,_GIDiffuseOn,_GIColorColor,_EnvMap,_ReceiveShadowOn,_ShadowsSoft,_MainLightSoftShadowScale,_AdditionalLightOn,_AdditionalLightShadowsOn,_AdditionalLightShadowsSoftOn,_AdditionalLightSoftShadowScale 20 | CustomDatas=_MainTexOffset_CustomData_On,_MainTexOffset_CustomData_X,_MainTexOffset_CustomData_Y,_MainTexMaskOffsetCustomDataOn,_MainTexMaskOffsetCustomDataX,_MainTexMaskOffsetCustomDataY,_VertexWaveIntensityCustomDataOn,_VertexWaveIntensityCustomData,_VertexWaveAttenMaskOffsetCustomDataOn,_VertexWaveAttenMaskOffsetCustomData,_DistortionCustomDataOn,_DistortionCustomData,_DissolveCustomDataOn,_DissolveCustomData,_DissolveEdgeWidthCustomDataOn,_DissolveEdgeWidthCustomData,_OffsetCustomDataOn,_OffsetLayer1_CustomData_X,_OffsetLayer1_CustomData_Y,_VertexWaveDirAttenCustomDataOn,_VertexWaveDirAttenCustomData 21 | MinVersion=_MinVersion,_MainTex, _MainUVAngle,_MainTexOffsetStop,_MainTexMask,_MainTexMaskOffsetStop,_MainTexMaskChannel,_MainTexSheet,_MainTexSheetAnimSpeed,_DissolveClipOn,_AlphaMin,_AlphaMax,_AlphaScale,_PresetBlendMode,_RenderQueue 22 | Glitch=_GlitchOn,_HorizontalIntensity,_SnowFlakeIntensity,_JitterInfo,_VerticalJumpIntensity,_HorizontalShake,_ColorDriftSpeed,_ColorDriftIntensity, 23 | Fog = _FogOn,_FogNoiseOn,_DepthFogOn,_HeightFogOn 24 | Parallax=_ParallaxOn,_ParallaxIterate,_ParallaxMap,_ParallaxMapChannel,_ParallaxHeight,_ParallaxWeightOffset 25 | -------------------------------------------------------------------------------- /PowerVFX/Profiles/i18n.txt: -------------------------------------------------------------------------------- 1 | // PowerVFX 中文配置文件 2 | 3 | //Help行,约定 | 为换行字符 4 | // 版本号: vx.y.z.w (x:基础架构,y:功能,z:功能update或fixed,w:提交序号) 5 | Help=PowerVFX 特效渲染 |多选,按住Control键 |(v2.1.25.3) 6 | Settings = 设置 7 | ShowOriginalPage = 显示原始页面 8 | Main = 基础 9 | VertexWave = 顶点摆动 10 | Distortion = 扭曲 11 | Dissolve = 溶解 12 | Offset = 流光 13 | Fresnel = 轮廓光 14 | EnvReflect=环境 15 | 16 | _DoubleEffectOn=开启双层效果? 17 | _CullMode=剔除模式 18 | _ZWriteMode=写入深度? 19 | _ZTestMode=深度测试 20 | PresetBlendMode=预制混合模式 21 | _ToggleGroups=开合全部分组 22 | 23 | _MainTex=主纹理(设置Offset将自动滚动) 24 | _MainUVAngle=主uv旋转(度) 25 | _MainTexOffsetStop=禁用主纹理自动滚动? 26 | _MainTexOffset_CustomData_On=使用CustomData控制主uv滚动 27 | _MainTexOffset_CustomData_X=主uv.x 的cdata槽 28 | _MainTexOffset_CustomData_Y=主uv.y 的cdata槽 29 | 30 | _MainTexSaturate=主纹理饱和度 31 | _Color=主纹理颜色 32 | _PremultiVertexColor=预乘顶点色(rgba) 33 | _VertexColorChannelOn=顶点色使用单通道 34 | _VertexColorChannel=通道 35 | 36 | _PerChannelColorOn=逐通道调色 37 | _ColorX=R通道调色 38 | _ColorY=G通道调色 39 | _ColorZ=B通道调色 40 | 41 | _ColorScale=颜色倍数 42 | _MainTexMultiAlpha=主纹理预乘alpha(主纹理,主颜色,顶点色) 43 | _MainTexSingleChannelOn=主纹理使用单通道? 44 | _MainTexChannel=主纹理通道 45 | _BackFaceOn=显示背面?(要cull off) 46 | _BackFaceColor=背面色 47 | _MainTexMask=主纹理遮罩 48 | _MainTexMaskOffsetStop=主纹理遮罩自动滚动停止 49 | _MainTexMaskChannel=遮罩通道? 50 | _MainTexMaskOffsetCustomDataOn=使用CustomData主纹理遮罩uv滚动 51 | _MainTexMaskOffsetCustomDataX=主纹理遮罩uv.x 的cdata槽 52 | _MainTexMaskOffsetCustomDataY=主纹理遮罩uv.y 的cdata槽 53 | 54 | _MainTexUseScreenColor=主纹理使用屏幕颜色(需_CameraOpaqueTexture) 55 | _MainTexUseScreenUV=用screenUV采样MainTex 56 | _FullScreenMode=全屏渲染[-0.5,0.5] 57 | 58 | _MainTexSheet=序列帧动画 59 | _MainTexSheetAnimSpeed=播放速度 60 | 61 | //====== vertex wave 62 | 63 | _VertexWaveOn=开启顶点摆动? 64 | _NoiseUseAttenMaskMap=噪波采样衰减图(r) 65 | _VertexWaveSpeed=速度 66 | _VertexWaveSpeedManual=手动速度 67 | _VertexWaveIntensity=强度 68 | _VertexWaveIntensityCustomDataOn=强度使用(CustomData)控制 69 | _VertexWaveIntensityCustomData=customData数据槽 70 | 71 | //===== vertex wave atten 72 | _VertexWaveDirAtten=方向衰减(xyz:dir,w:len) 73 | _VertexWaveDirAttenCustomDataOn=方向衰减用(customData) 74 | _VertexWaveDirAttenCustomData=customData数据槽 75 | 76 | _VertexWaveDirAlongNormalOn=沿法线运动? 77 | _VertexWaveDirAtten_LocalSpaceOn=本地空间方向? 78 | _VertexWaveAtten_VertexColor=顶点色衰减(rgb) 79 | _VertexWaveAtten_NormalAttenOn=法线参与方向衰减? 80 | 81 | _VertexWaveAtten_MaskMapOn=用图控制衰减? 82 | _VertexWaveAtten_MaskMap=衰减图 83 | _VertexWaveAtten_MaskMapOffsetStopOn=停止衰减uv自动滚动 84 | _VertexWaveAtten_MaskMapChannel=衰减图通道 85 | _VertexWaveAttenMaskOffsetCustomDataOn=衰减图offset使用粒子customData控制 86 | _VertexWaveAttenMaskOffsetCustomData=customData数据槽 87 | 88 | _DistortionOn=开启扭曲? 89 | _DistortionNoiseTex=杂点图(xy:layer1,zw:layer2) 90 | _DistortionMaskTex=效果遮罩 91 | _DistortionMaskChannel=遮罩通道 92 | _DistortionIntensity=强度 93 | _DistortionCustomDataOn=强度由customData(vector2.x)控制 94 | _DistortTile=平铺(xy:1层,zw:2层) 95 | _DistortDir=方向(xy:1层,zw:2层) 96 | _DistortionRadialUVOn=径向? 97 | _DistortionRadialCenter_Scale=(xy)径向位置_(zw)缩放 98 | _DistortionRadialRot=径向旋转角度 99 | _DistortionRadialUVOffset=径向平移 100 | 101 | _DistortionApplyToMainTex= 应用到主纹理 102 | _DistortionApplyToOffset= 应用到流光 103 | _DistortionApplyToMainTexMask=应用到主纹理遮罩 104 | _DistortionApplyToDissolve=应用到溶解 105 | 106 | _DissolveOn=开启溶解? 107 | _DissolveRevert=反向溶解? 108 | _DissolveTex=溶解图(设置Offset将自动滚动) 109 | _DissolveTexOffsetStop=禁止溶解自动滚动 110 | _DissolveTexChannel=溶解图通道 111 | _DissolveByVertexColor=溶解使用顶点色(A)? 112 | _DissolveFadingOn = 溶解透明渐变? 113 | _DissolveFadingMin=透明Min 114 | _DissolveFadingMax=透明Max 115 | _DissolveCustomDataOn=溶解使用(CustomData)控制? 116 | _DissolveUVType=溶解图用uv 117 | 118 | _DissolveClipOn=像素剔除? 119 | _Cutoff=镂空值 120 | _PixelDissolveOn=像素化溶解? 121 | _PixelWidth=像素化宽 122 | 123 | _DissolveEdgeOn=开启溶解边? 124 | _DissolveEdgeWidthCustomDataOn=溶解边受(CustomData.w->uv1.y)控制? 125 | _EdgeWidth=边宽度 126 | _EdgeColor=边1颜色 127 | _EdgeColor2=边2颜色 128 | 129 | _DissolveMaskFromTexOn=溶解图作为溶解mask 130 | _DissolveMaskResampleOn= Mask新采样 131 | _DissolveMaskChannel=溶解mask的通道 132 | 133 | _OffsetOn=开启流光 134 | _OffsetTex=纹理 135 | _OffsetMaskTex=流光遮罩 136 | _OffsetMaskChannel=遮罩通道 137 | 138 | _OffsetMaskApplyMainTexAlpha=流光遮罩影响MainColor.a 139 | 140 | _OffsetTexColorTint=层1 颜色 141 | _OffsetTexColorTint2=层2 颜色 142 | _OffsetTile=平铺(xy:1层,zw:2层) 143 | _OffsetDir=方向(xy:1层,zw:2层) 144 | _StopAutoOffset=自动滚动停止 145 | 146 | _OffsetCustomDataOn=流光方向使用customData 147 | _OffsetLayer1_CustomData_X=x方向数据槽 148 | _OffsetLayer1_CustomData_Y=y方向数据槽 149 | 150 | _OffsetBlendIntensity=混合强度 151 | 152 | _OffsetBlendReplaceMode=使用替换模式 153 | _OffsetBlendReplaceMode_Channel=使用流光图通道 154 | 155 | _OffsetRadialUVOn=径向? 156 | _OffsetRadialCenter_Scale=(xy)径向位置_(zw)缩放 157 | _OffsetRadialRot=径向旋转角度 158 | _OffsetRadialUVOffset=径向平移 159 | _OffsetBlendMode=流光混合模式 160 | _OffsetMaskPanStop=停止遮罩滚动 161 | 162 | _FresnelOn=开启轮廓光 163 | _FresnelColorMode=_FresnelColorMode 164 | _FresnelColor=Color1 165 | _FresnelColor2=Color2 166 | _FresnelPowerMin=Min 167 | _FresnelPowerMax=Max 168 | 169 | _EnvReflectOn=环境反射 170 | _EnvReflectionColor=反射调色 171 | _EnvRefractionOn=环境折射 172 | _EnvRefractionIOR=折射率 173 | _EnvRefractionColor=折射调色 174 | _EnvMap=环境cube 175 | _EnvMaskUseMainTexMask=环境遮罩使用MainTexMask 176 | _EnvMapMaskChannel=MainTexMask遮罩通道 177 | _EnvIntensity=环境强度 178 | _EnvOffset=法线偏移 179 | 180 | _MatCapTex=matcap图 181 | _MatCapColor=matcap颜色 182 | _MatCapIntensity=matcap强度 183 | _MatCapRotateOn=旋转matcap 184 | _MatCapAngle=旋转角度 185 | 186 | _DepthFadingOn=深度渐隐(软粒子) 187 | _DepthFadingWidth=渐隐宽 188 | 189 | _PbrLightOn = Pbr光照计算 190 | _PbrMask=_PbrMask(R:Metallic,G:Smoothness,B:Occlusion) -------------------------------------------------------------------------------- /PowerVFX/Scripts/RenderToTexture/drp/CustomTargetCamera.cs: -------------------------------------------------------------------------------- 1 | namespace PowerUtilities 2 | { 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | using System.IO; 6 | using UnityEngine; 7 | using UnityEngine.Rendering; 8 | #if UNITY_EDITOR 9 | using UnityEditor; 10 | 11 | [CustomEditor(typeof(CustomTargetCamera))] 12 | public class CustomTargetCameraEditor : Editor 13 | { 14 | public override void OnInspectorGUI() 15 | { 16 | base.OnInspectorGUI(); 17 | var inst = target as CustomTargetCamera; 18 | 19 | GUILayout.BeginHorizontal("Box"); 20 | 21 | if (GUILayout.Button("Save DepthTex")) 22 | { 23 | inst.OutputBuffer(inst.depthTex, "DepthTex"); 24 | } 25 | if (GUILayout.Button("Save ColorTex")) 26 | { 27 | inst.OutputBuffer(inst.colorTex, "ColorTex"); 28 | } 29 | GUILayout.EndHorizontal(); 30 | } 31 | } 32 | #endif 33 | 34 | public class CustomTargetCamera : MonoBehaviour 35 | { 36 | [Header("Texture")] 37 | public RenderTexture colorTex; 38 | public RenderTexture depthTex; 39 | 40 | [Header("RenderTarget")] 41 | public RenderTexture depthRT; 42 | public RenderTexture colorRT; 43 | 44 | [Header("Shader Names")] 45 | public string _CameraDepthTexture = nameof(_CameraDepthTexture); 46 | public string _CameraOpaqueTexture = nameof(_CameraOpaqueTexture); 47 | 48 | [Header("Options")] 49 | public bool runOneTime; 50 | 51 | CommandBuffer cmd; 52 | Camera cam; 53 | 54 | int startCount = 0; 55 | int renderFrameCount = 0, lastRenderFrameCount; 56 | 57 | void OnEnable() 58 | { 59 | if (startCount > 0) 60 | { 61 | ReleaseBuffers(); 62 | ReleaseCmd(); 63 | } 64 | 65 | cam=GetComponent(); 66 | var w = cam.pixelWidth; 67 | var h = cam.pixelHeight; 68 | 69 | colorTex = new RenderTexture(w, h, 0, RenderTextureFormat.RGB111110Float); 70 | depthTex = new RenderTexture(w, h, 0, RenderTextureFormat.RHalf); 71 | 72 | depthRT = new RenderTexture(w, h, 24, RenderTextureFormat.Depth); 73 | colorRT = new RenderTexture(w, h, 0, RenderTextureFormat.RGB111110Float); 74 | 75 | cmd = new CommandBuffer { name="blit frame buffer" }; 76 | cmd.BeginSample(cmd.name); 77 | cmd.Blit(colorRT.colorBuffer, colorTex.colorBuffer); 78 | cmd.Blit(depthRT.depthBuffer, depthTex.colorBuffer); 79 | cmd.SetGlobalTexture(_CameraDepthTexture, depthTex); 80 | cmd.SetGlobalTexture(_CameraOpaqueTexture, colorTex); 81 | 82 | cmd.EndSample(cmd.name); 83 | 84 | cam.AddCommandBuffer(CameraEvent.AfterSkybox, cmd); 85 | 86 | startCount++; 87 | } 88 | 89 | public void OutputBuffer(RenderTexture rt, string fileName) 90 | { 91 | var lastRT = RenderTexture.active; 92 | RenderTexture.active = rt; 93 | var tex = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); 94 | tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0); 95 | RenderTexture.active = lastRT; 96 | tex.Apply(); 97 | var bytes = tex.EncodeToJPG(); 98 | 99 | var path = "Assets/OutputFrames"; 100 | #if UNITY_EDITOR 101 | if (!AssetDatabase.IsValidFolder(path)) 102 | { 103 | AssetDatabase.CreateFolder("Assets", "OutputFrames"); 104 | } 105 | #endif 106 | 107 | path = $"{Application.dataPath}/OutputFrames/{fileName}.png"; 108 | File.WriteAllBytes(path, bytes); 109 | } 110 | 111 | private void Update() 112 | { 113 | Shader.SetGlobalTexture(_CameraDepthTexture, depthTex); 114 | Shader.SetGlobalTexture(_CameraOpaqueTexture, colorTex); 115 | 116 | } 117 | 118 | private void OnPreRender() 119 | { 120 | cam.SetTargetBuffers(colorRT.colorBuffer, depthRT.depthBuffer); 121 | } 122 | 123 | private void OnPostRender() 124 | { 125 | Graphics.Blit(colorRT, (RenderTexture)null); 126 | 127 | if (runOneTime && renderFrameCount - lastRenderFrameCount > 1) 128 | { 129 | lastRenderFrameCount = renderFrameCount; 130 | runOneTime = false; 131 | 132 | ReleaseCmd(); 133 | ReleaseBuffers(false); 134 | //cam.SetTargetBuffers(lastColorBuffer, lastDepthBuffer); 135 | } 136 | renderFrameCount++; 137 | } 138 | 139 | 140 | private void OnDestroy() 141 | { 142 | ReleaseCmd(); 143 | ReleaseBuffers(); 144 | } 145 | 146 | private void ReleaseBuffers(bool releaseTexs = true) 147 | { 148 | if (colorRT) colorRT.Release(); 149 | if (depthRT) depthRT.Release(); 150 | 151 | if (releaseTexs) 152 | { 153 | if (colorTex) colorTex.Release(); 154 | if (depthTex) depthTex.Release(); 155 | } 156 | } 157 | 158 | private void ReleaseCmd() 159 | { 160 | if (cmd != null) 161 | { 162 | cam.RemoveCommandBuffer(CameraEvent.AfterSkybox, cmd); 163 | } 164 | } 165 | } 166 | } -------------------------------------------------------------------------------- /PowerVFX/Scenes/urp_powervfx_Renderer.asset: -------------------------------------------------------------------------------- 1 | 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-------------------------------------------------------------------------------- /PowerVFX/Lib/PowerVFXPassMinVersion.hlsl: -------------------------------------------------------------------------------- 1 | #if !defined(POWERVFX_PASS_MIN_VERSION_HLSL) 2 | #define POWERVFX_PASS_MIN_VERSION_HLSL 3 | 4 | /** 5 | click menu: PowerUtilities/PowerVFX/CheckMinVersion 6 | 7 | min version features: 8 | 1 mainTex 9 | uv offset 10 | color 11 | 2 mainTex sheet 12 | 3 sphere fog 13 | 4 vertex color 14 | 5 alpha test 15 | 6 DISSOLVE_ON 16 | 7 FRESNEL 17 | 8 OFFSET_ON 18 | */ 19 | 20 | #include "../../PowerShaderLib/Lib/UnityLib.hlsl" 21 | #include "../../PowerShaderLib/Lib/CoordinateSystem.hlsl" 22 | #include "../../PowerShaderLib/UrpLib/URP_Fog.hlsl" 23 | #include "PowerVFXCore.hlsl" 24 | 25 | v2f vert(appdata v){ 26 | 27 | v2f o = (v2f)0; 28 | UNITY_SETUP_INSTANCE_ID(v); 29 | UNITY_TRANSFER_INSTANCE_ID(v,o); 30 | 31 | o.color = v.color; 32 | 33 | // -------------- composite custom datas 34 | o.customData1 = float4(v.uv.zw,v.uv1.xy);// particle custom data (Custom1.zw)(Custom2.xy) 35 | o.customData2 = float4(v.uv1.zw,v.uv2.xy); // particle custom data (Custom2.xy) 36 | 37 | // -------------- uv.xy : main uv, zw : custom data1.xy 38 | float mainTexOffsetCdataX = GET_CUSTOM_DATA(o,_MainTexOffset_CustomData_X); 39 | float mainTexOffsetCdataY = GET_CUSTOM_DATA(o,_MainTexOffset_CustomData_Y); 40 | 41 | o.vertex = TransformObjectToHClip(v.vertex.xyz); 42 | float2 suv = ComputeNormalizedScreenPos(o.vertex).xy; 43 | o.uv = MainTexOffset(float4(_MainTexUseScreenColor ? suv : v.uv.xy , mainTexOffsetCdataX,mainTexOffsetCdataY)); 44 | 45 | float3 worldPos = TransformObjectToWorld(v.vertex.xyz); 46 | float3 worldNormal = TransformObjectToWorldNormal(v.normal); 47 | float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); 48 | TANGENT_SPACE_COMBINE_WORLD(worldPos,worldNormal,float4(worldTangent,v.tangent.w),o/**/); 49 | 50 | float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos.xyz); 51 | 52 | #if defined(FOG_LINEAR) 53 | o.animBlendUV_fogCoord.zw = CalcFogFactor(worldPos.xyz); 54 | #endif 55 | o.viewDir_AnimBlendFactor = float4(viewDir,0);// viewDir and particle anim blend factor 56 | 57 | return o; 58 | } 59 | 60 | half4 frag(v2f i) : SV_Target 61 | { 62 | UNITY_SETUP_INSTANCE_ID(i); 63 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); 64 | //split, 65 | TANGENT_SPACE_SPLIT(i); 66 | float3 viewDir = normalize(i.viewDir_AnimBlendFactor.xyz); 67 | 68 | float2 fogCoord = i.animBlendUV_fogCoord.zw; 69 | float4 mainUV = i.uv; 70 | 71 | // for sprite 72 | mainUV.xy = _SpriteUVStart.z?UVRepeat(mainUV.xy,_MainTex_ST.xy,_SpriteUVStart.xy) : mainUV.xy; 73 | /** 74 | get particle system's custom data 75 | 76 | */ 77 | float dissolveCustomData = GET_CUSTOM_DATA(i,_DissolveCustomData); 78 | float dissolveEdgeWidthCustomData = GET_CUSTOM_DATA(i,_DissolveEdgeWidthCustomData); 79 | float distortionCustomData = GET_CUSTOM_DATA(i,_DistortionCustomData); 80 | float2 mainTexMaskOffsetCustomData = float2(GET_CUSTOM_DATA(i,_MainTexMaskOffsetCustomDataX) , GET_CUSTOM_DATA(i,_MainTexMaskOffsetCustomDataY)); 81 | float2 offsetLayer1CData = float2(GET_CUSTOM_DATA(i,_OffsetLayer1_CustomData_X),GET_CUSTOM_DATA(i,_OffsetLayer1_CustomData_Y)); 82 | 83 | float2 uvDistorted = mainUV.zw; 84 | #if defined(DISTORTION_ON) 85 | // branch_if(_DistortionOn) 86 | { 87 | float4 distortUV = mainUV.zwzw * _DistortTile + frac(_DistortDir * _Time.xxxx); 88 | float2 uvDistortion = GetDistortionUV(mainUV.zw,distortUV,distortionCustomData); 89 | uvDistorted += uvDistortion; 90 | mainUV.xy += uvDistortion; 91 | } 92 | #endif 93 | 94 | // Sample MainTex 95 | // float4 mainTex = tex2D(_MainTex,mainUV.xy); 96 | half4 mainTex = SampleMainTex(mainUV.xy); 97 | half4 mainColor = mainTex; 98 | 99 | //select a channel 100 | // mainColor = lerp(mainColor, mainColor[_MainTexChannel] ,_MainTexSingleChannelOn); 101 | mainColor = _MainTexSingleChannelOn ? mainColor[_MainTexChannel] : mainColor; 102 | mainColor *= _Color * (_PremultiVertexColor ? i.color : 1); 103 | 104 | // per channel tint 105 | mainColor.xyz = _PerChannelColorOn ? (mainColor.x * _ColorX + mainColor.y * _ColorY + mainColor.z * _ColorZ).xyz : mainColor.xyz; 106 | 107 | //-------- alpha test 108 | #if defined(ALPHA_TEST) 109 | clip(mainColor.a - _Cutoff - 0.0001); 110 | #endif 111 | 112 | float4 mainTexMask=0; 113 | ApplyMainTexMask(mainColor/**/,mainTexMask/**/,_DistortionApplyToMainTexMask ? uvDistorted : mainUV.zw,0); 114 | 115 | #if defined(OFFSET_ON) 116 | // branch_if(_OffsetOn) 117 | { 118 | half4 offsetDir = _OffsetDir * (_StopAutoOffset? 1:_Time.xxxx); // lerp(_Time.xxxx,1,_StopAutoOffset) * _OffsetDir; 119 | offsetDir.xy = _OffsetCustomDataOn ? offsetLayer1CData : offsetDir.xy; ///lerp(offsetDir.xy,offsetLayer1CData,_OffsetCustomDataOn); 120 | float4 offsetUV = (_DistortionApplyToOffset ? uvDistorted.xyxy : mainUV.zwzw) * _OffsetTile + (offsetDir); //暂时去除 frac 121 | 122 | // to polar 123 | // branch_if(_OffsetRadialUVOn) 124 | // { 125 | // float4 p = _OffsetRadialCenter_Scale; 126 | // offsetUV.xy = PolarUV(mainUV.xy,p.xy,p.zw,_OffsetRadialRot * offsetDir.x,_OffsetRadialUVOffset*offsetDir.y); 127 | // } 128 | float2 maskUVOffset = UVOffset(_OffsetMaskTex_ST.zw, _OffsetMaskPanStop); 129 | float2 maskUV = mainUV.zw * _OffsetMaskTex_ST.xy + maskUVOffset; 130 | ApplyOffset(mainColor,offsetUV,maskUV,1); 131 | 132 | } 133 | #endif 134 | //------------- dissolve 135 | #if defined(DISSOLVE_ON) 136 | // branch_if(_DissolveOn) 137 | { 138 | float2 dissolveUVOffset = UVOffset(_DissolveTex_ST.zw,_DissolveTexOffsetStop); 139 | float2 dissolveUV = (_DistortionApplyToDissolve ? uvDistorted : mainUV.zw) * _DissolveTex_ST.xy + dissolveUVOffset; 140 | ApplyDissolve(mainColor,dissolveUV,i.color,dissolveCustomData,dissolveEdgeWidthCustomData); 141 | } 142 | #endif 143 | #if defined(FRESNEL_ON) 144 | branch_if(_FresnelOn) 145 | { 146 | 147 | float fresnel = 1 - dot(normal,viewDir); 148 | ApplyFresnal(mainColor,fresnel,0/*screenColor*/); 149 | } 150 | #endif 151 | #if defined(FOG_LINEAR) 152 | // mainColor.xyz = MixFog(mainColor.xyz,fogCoord); 153 | ApplyFog(mainColor.xyz/**/,worldPos,fogCoord); 154 | #endif 155 | return mainColor; 156 | } 157 | 158 | #endif //POWERVFX_PASS_MIN_VERSION_HLSL -------------------------------------------------------------------------------- /PowerVFX/Test/BlurImage.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 8 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: BlurImage 11 | m_Shader: {fileID: 4800000, guid: 8cf021abb8a27644490ac2f7e882470a, type: 3} 12 | m_ValidKeywords: 13 | - ALPHA_TEST 14 | m_InvalidKeywords: [] 15 | m_LightmapFlags: 4 16 | m_EnableInstancingVariants: 0 17 | m_DoubleSidedGI: 0 18 | m_CustomRenderQueue: -1 19 | stringTagMap: {} 20 | disabledShaderPasses: [] 21 | m_SavedProperties: 22 | 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-------------------------------------------------------------------------------- 1 | namespace PowerUtilities 2 | { 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | using UnityEngine; 6 | using UnityEngine.Rendering; 7 | using UnityEngine.Rendering.Universal; 8 | #if UNITY_2020 9 | using UniversalRenderer = UnityEngine.Rendering.Universal.ForwardRenderer; 10 | #endif 11 | #if UNITY_EDITOR 12 | using UnityEditor; 13 | 14 | [CustomEditor(typeof(AfterTransparentRender))] 15 | public class AfterTransparentRenderEditor : Editor 16 | { 17 | } 18 | #endif 19 | 20 | public class AfterTransparentRender : ScriptableRendererFeature 21 | { 22 | [EditorSettingSO(typeof(AfterTransparentRenderSettingSO))] 23 | [SerializeField] 24 | AfterTransparentRenderSettingSO settings; 25 | 26 | 27 | AfterTransparentRenderPass renderAfterTransparentPass; 28 | GrabTransparentPass grabTransparentPass; 29 | 30 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 31 | { 32 | if (!settings) 33 | return; 34 | 35 | ref var cameraData = ref renderingData.cameraData; 36 | 37 | if(!string.IsNullOrEmpty(settings.gameCameraTag) && !cameraData.camera.CompareTag(settings.gameCameraTag)) 38 | { 39 | return; 40 | } 41 | 42 | if (settings.enableGrabPass) 43 | renderer.EnqueuePass(grabTransparentPass); 44 | 45 | if (settings.enableRenderPass) 46 | renderer.EnqueuePass(renderAfterTransparentPass); 47 | } 48 | 49 | public override void Create() 50 | { 51 | if (!settings) 52 | return; 53 | 54 | renderAfterTransparentPass = new AfterTransparentRenderPass(settings); 55 | grabTransparentPass = new GrabTransparentPass(settings); 56 | } 57 | 58 | 59 | public class AfterTransparentRenderPass : ScriptableRenderPass 60 | { 61 | FilteringSettings filterSettings; 62 | List shaderTags = new List { 63 | new ShaderTagId("SRPDefaultUnlit"), 64 | new ShaderTagId("UniversalForward"), 65 | new ShaderTagId("UniversalForwardOnly"), 66 | }; 67 | 68 | AfterTransparentRenderSettingSO settings; 69 | 70 | public AfterTransparentRenderPass(AfterTransparentRenderSettingSO settings) 71 | { 72 | this.settings = settings; 73 | //renderPassEvent = RenderPassEvent.AfterRenderingTransparents + 1; 74 | renderPassEvent = settings.renderPassEvent + settings.renderPassEventOffset; 75 | filterSettings = new FilteringSettings(RenderQueueRange.all, settings.layer); 76 | 77 | if (settings.additionalLightModes != null) 78 | { 79 | for (int i = 0; i < settings.additionalLightModes.Length; i++) 80 | { 81 | shaderTags.Add(new ShaderTagId(settings.additionalLightModes[i])); 82 | } 83 | } 84 | } 85 | 86 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 87 | { 88 | ref var cameraData = ref renderingData.cameraData; 89 | var renderer = cameraData.renderer; 90 | 91 | var cmd = CommandBufferPool.Get(); 92 | cmd.BeginSampleExecute(nameof(AfterTransparentRender),ref context); 93 | //------ 94 | #if UNITY_2022_1_OR_NEWER 95 | //if (renderer.cameraColorTargetHandle == renderer.cameraDepthTargetHandle) 96 | cmd.SetRenderTarget(renderer.cameraColorTargetHandle, renderer.cameraDepthTargetHandle); 97 | #else 98 | //if (renderer.cameraColorTarget == renderer.cameraDepthTarget) 99 | cmd.SetRenderTarget(renderer.cameraColorTarget, renderer.cameraDepthTarget); 100 | #endif 101 | 102 | if (settings.isClearDepth) 103 | { 104 | cmd.ClearRenderTarget(true, false, Color.clear); 105 | cmd.Execute(ref context); 106 | } 107 | 108 | // create draw settingSO. 109 | var sortingSettings = new SortingSettings { criteria = SortingCriteria.CommonTransparent }; 110 | var drawingSettings = new DrawingSettings(); 111 | drawingSettings.sortingSettings = sortingSettings; 112 | drawingSettings.perObjectData = renderingData.perObjectData; 113 | drawingSettings.mainLightIndex = renderingData.lightData.mainLightIndex; 114 | 115 | for (int i = 0; i < shaderTags.Count; i++) 116 | { 117 | drawingSettings.SetShaderPassName(i, shaderTags[i]); 118 | } 119 | 120 | context.DrawRenderers(cmd,renderingData.cullResults, ref drawingSettings, ref filterSettings); 121 | 122 | cmd.EndSampleExecute(nameof(AfterTransparentRender), ref context); 123 | CommandBufferPool.Release(cmd); 124 | } 125 | 126 | } 127 | 128 | public class GrabTransparentPass : ScriptableRenderPass 129 | { 130 | int _BlurTex = Shader.PropertyToID(nameof(_BlurTex)); 131 | RenderTargetIdentifier currentActiveId,opaqueTextureId; 132 | 133 | AfterTransparentRenderSettingSO settings; 134 | Material blurMat; 135 | 136 | public GrabTransparentPass(AfterTransparentRenderSettingSO settings) 137 | { 138 | this.settings = settings; 139 | //renderPassEvent = RenderPassEvent.AfterRenderingTransparents; 140 | renderPassEvent = settings.grabPassEvent + settings.grabPassEventOffset; 141 | } 142 | public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) 143 | { 144 | if (settings.applyBlur) 145 | { 146 | SetupBlurTarget(cmd, cameraTextureDescriptor); 147 | } 148 | } 149 | 150 | private void SetupBlurTarget(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) 151 | { 152 | if (!blurMat) 153 | { 154 | var s = Shader.Find("Hidden/PowerVFX/GaussianBlur"); 155 | if (s) 156 | blurMat = new Material(s); 157 | } 158 | 159 | var w = Mathf.Max(1, cameraTextureDescriptor.width >> settings.opaqueTextureDownSample); 160 | var h = Mathf.Max(1, cameraTextureDescriptor.height >> settings.opaqueTextureDownSample); 161 | 162 | cmd.GetTemporaryRT(_BlurTex, w, h); 163 | } 164 | 165 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 166 | { 167 | ref var cameraData = ref renderingData.cameraData; 168 | var renderer = (UniversalRenderer)cameraData.renderer; 169 | currentActiveId = renderer.GetRenderTargetId(URPRTHandleNames.m_ActiveCameraColorAttachment); 170 | opaqueTextureId = renderer.GetRenderTargetId(URPRTHandleNames.m_OpaqueColor); 171 | 172 | 173 | var cmd = CommandBufferPool.Get(); 174 | 175 | context.ExecuteCommandBuffer(cmd); 176 | cmd.Clear(); 177 | 178 | cmd.BeginSample(nameof(GrabTransparentPass)); 179 | 180 | // execute blur pass 181 | if (settings.applyBlur && blurMat) 182 | { 183 | blurMat.SetFloat("_Scale", settings.blurScale); 184 | cmd.Blit(currentActiveId, _BlurTex, blurMat, 1); 185 | 186 | //blurMat.SetFloat("_Scale", settingSO.blurRadius*1.2f); 187 | cmd.Blit(_BlurTex, opaqueTextureId, blurMat, 2); 188 | } 189 | else 190 | { 191 | cmd.Blit(currentActiveId, opaqueTextureId); 192 | } 193 | 194 | cmd.EndSample(nameof(GrabTransparentPass)); 195 | context.ExecuteCommandBuffer(cmd); 196 | 197 | CommandBufferPool.Release(cmd); 198 | cmd.Clear(); 199 | } 200 | public override void FrameCleanup(CommandBuffer cmd) 201 | { 202 | cmd.ReleaseTemporaryRT(_BlurTex); 203 | } 204 | } 205 | } 206 | } 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