├── .gitignore ├── .vscode ├── launch.json └── settings.json ├── Assets ├── Materials.meta ├── Materials │ ├── Bullets.mat │ ├── Bullets.mat.meta │ ├── Enemies.mat │ ├── Enemies.mat.meta │ ├── Ground.mat │ ├── Ground.mat.meta │ ├── HealthBar.mat │ └── HealthBar.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── Bullet.prefab │ ├── Bullet.prefab.meta │ ├── Enemy.prefab │ ├── Enemy.prefab.meta │ ├── Shooter.prefab │ └── Shooter.prefab.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── Bullet.cs │ ├── Bullet.cs.meta │ ├── Damageable.cs │ ├── Damageable.cs.meta │ ├── HealthBar.cs │ ├── HealthBar.cs.meta │ ├── Shooter.cs │ ├── Shooter.cs.meta │ ├── Spawner.cs │ └── Spawner.cs.meta ├── Shaders.meta ├── Shaders │ ├── HealthBar.shader │ └── HealthBar.shader.meta ├── Textures.meta └── Textures │ ├── greenred.png │ └── greenred.png.meta ├── COPYING ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Library/ 6 | 7 | # ===================================== # 8 | # Visual Studio / MonoDevelop generated # 9 | # ===================================== # 10 | ExportedObj/ 11 | obj/ 12 | *.svd 13 | *.userprefs 14 | /*.csproj 15 | *.pidb 16 | *.suo 17 | /*.sln 18 | *.user 19 | *.unityproj 20 | *.booproj 21 | 22 | # ============ # 23 | # OS generated # 24 | # ============ # 25 | .DS_Store 26 | .DS_Store? 27 | ._* 28 | .Spotlight-V100 29 | .Trashes 30 | ehthumbs.db 31 | Thumbs.db 32 | 33 | # Build output 34 | *.app 35 | *.exe 36 | 37 | *.autosave.scml* 38 | Logs/ 39 | RewiredBackup/ 40 | MediaSource/Maya/Mantis/autosave/ 41 | MediaSource/Maya/Venn/autosave/ 42 | -------------------------------------------------------------------------------- /.vscode/launch.json: -------------------------------------------------------------------------------- 1 | { 2 | // Use IntelliSense to learn about possible attributes. 3 | // Hover to view descriptions of existing attributes. 4 | // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 5 | "version": "0.2.0", 6 | "configurations": [ 7 | { 8 | "name": "Unity Editor", 9 | "type": "unity", 10 | "path": "/c:/Users/steve/projects/Games/InstancedHealthBars/Library/EditorInstance.json", 11 | "request": "launch" 12 | }, 13 | { 14 | "name": "Windows Player", 15 | "type": "unity", 16 | "request": "launch" 17 | 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assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Bullet.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Bullet : MonoBehaviour { 4 | public float Lifespan = 4; 5 | Rigidbody rb; 6 | float lifeLeft; 7 | 8 | private void Awake() { 9 | rb = GetComponent(); 10 | } 11 | 12 | public void Fire(Vector3 velocity) { 13 | rb.AddForce(velocity, ForceMode.VelocityChange); 14 | lifeLeft = Lifespan; 15 | } 16 | 17 | private void FixedUpdate() { 18 | if (gameObject.activeSelf) { 19 | lifeLeft -= Time.deltaTime; 20 | if (lifeLeft <= 0) { 21 | // ofc you'd use pooling in a real game 22 | Destroy(gameObject); 23 | } 24 | } 25 | } 26 | } -------------------------------------------------------------------------------- /Assets/Scripts/Bullet.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 732ec11d481d73346b98896dc6385738 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Damageable.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Damageable : MonoBehaviour { 4 | public int MaxHealth; 5 | public float DamageForceThreshold = 1f; 6 | public float DamageForceScale = 5f; 7 | 8 | public int CurrentHealth { get; private set; } 9 | 10 | private void Start() { 11 | CurrentHealth = MaxHealth; 12 | } 13 | 14 | private void OnCollisionEnter(Collision other) { 15 | // Collision would usually be on another component, putting it all here for simplicity 16 | float force = other.relativeVelocity.magnitude; 17 | if (force > DamageForceThreshold) { 18 | CurrentHealth -= (int)((force - DamageForceThreshold) * DamageForceScale); 19 | CurrentHealth = Mathf.Max(0, CurrentHealth); 20 | } 21 | } 22 | } -------------------------------------------------------------------------------- /Assets/Scripts/Damageable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e85b38b3c8589464191fa194256d00ca 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/HealthBar.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// Displays a configurable health bar for any object with a Damageable as a parent 5 | /// 6 | public class HealthBar : MonoBehaviour { 7 | 8 | MaterialPropertyBlock matBlock; 9 | MeshRenderer meshRenderer; 10 | Camera mainCamera; 11 | Damageable damageable; 12 | 13 | private void Awake() { 14 | meshRenderer = GetComponent(); 15 | matBlock = new MaterialPropertyBlock(); 16 | // get the damageable parent we're attached to 17 | damageable = GetComponentInParent(); 18 | } 19 | 20 | private void Start() { 21 | // Cache since Camera.main is super slow 22 | mainCamera = Camera.main; 23 | } 24 | 25 | private void Update() { 26 | // Only display on partial health 27 | if (damageable.CurrentHealth < damageable.MaxHealth) { 28 | meshRenderer.enabled = true; 29 | AlignCamera(); 30 | UpdateParams(); 31 | } else { 32 | meshRenderer.enabled = false; 33 | } 34 | } 35 | 36 | private void UpdateParams() { 37 | meshRenderer.GetPropertyBlock(matBlock); 38 | matBlock.SetFloat("_Fill", damageable.CurrentHealth / (float)damageable.MaxHealth); 39 | meshRenderer.SetPropertyBlock(matBlock); 40 | } 41 | 42 | private void AlignCamera() { 43 | if (mainCamera != null) { 44 | var camXform = mainCamera.transform; 45 | var forward = transform.position - camXform.position; 46 | forward.Normalize(); 47 | var up = Vector3.Cross(forward, camXform.right); 48 | transform.rotation = Quaternion.LookRotation(forward, up); 49 | } 50 | } 51 | 52 | } -------------------------------------------------------------------------------- /Assets/Scripts/HealthBar.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76fb2074a1ad40146a78bcc6b3fa0274 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Shooter.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | public class Shooter : MonoBehaviour { 5 | public Bullet BulletPrefab; 6 | public float FireInterval = 0.75f; 7 | public Vector2 VelocityRange = new Vector2(50, 100); 8 | public float AngleRange = 5; 9 | 10 | private void Start() { 11 | StartCoroutine(FirePeriodically()); 12 | } 13 | 14 | IEnumerator FirePeriodically() { 15 | // Random initial fire 16 | yield return new WaitForSeconds(Random.Range(0, FireInterval)); 17 | 18 | var wfs = new WaitForSeconds(FireInterval); 19 | while (true) { 20 | FireBullet(); 21 | yield return wfs; 22 | } 23 | } 24 | 25 | private void FireBullet() { 26 | // In a real game we'd use pooling here 27 | var b = Instantiate(BulletPrefab, transform.position, transform.rotation); 28 | Vector3 dir = Quaternion.AngleAxis(Random.Range(-AngleRange, AngleRange), Vector3.up) * transform.forward; 29 | dir *= Random.Range(VelocityRange.x, VelocityRange.y); 30 | b.Fire(dir); 31 | } 32 | } 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0.5f); 12 | for (int y = 0; y < Rows; ++y) { 13 | for (int x = 0; x < Cols; ++x) { 14 | var pos = baseCorner + new Vector3(x * Spacing.x, 0, y * Spacing.y); 15 | Instantiate(SpawnPrefab, pos, Quaternion.AngleAxis(Random.Range(0,359), Vector3.up)); 16 | } 17 | } 18 | } 19 | 20 | } -------------------------------------------------------------------------------- /Assets/Scripts/Spawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0d9ce8b3619ff24ea0c707528de6e6f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fbdb811d1699264186a840c63c4636f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/HealthBar.shader: -------------------------------------------------------------------------------- 1 | Shader "UI/HealthBar" { 2 | Properties { 3 | _MainTex ("Texture", 2D) = "white" {} 4 | _Fill ("Fill", float) = 0 5 | } 6 | SubShader { 7 | Tags { "Queue"="Overlay" } 8 | LOD 100 9 | 10 | Pass { 11 | ZTest Off 12 | 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | // make fog work 17 | #pragma multi_compile_fog 18 | 19 | #pragma multi_compile_instancing 20 | 21 | 22 | #include "UnityCG.cginc" 23 | 24 | struct appdata { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | UNITY_VERTEX_INPUT_INSTANCE_ID 28 | }; 29 | 30 | struct v2f { 31 | float2 uv : TEXCOORD0; 32 | float4 vertex : SV_POSITION; 33 | // If you need instance data in the fragment shader, uncomment next line 34 | //UNITY_VERTEX_INPUT_INSTANCE_ID 35 | }; 36 | 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | 40 | UNITY_INSTANCING_BUFFER_START(Props) 41 | UNITY_DEFINE_INSTANCED_PROP(float, _Fill) 42 | UNITY_INSTANCING_BUFFER_END(Props) 43 | 44 | v2f vert (appdata v) { 45 | v2f o; 46 | UNITY_SETUP_INSTANCE_ID(v); 47 | // If you need instance data in the fragment shader, uncomment next line 48 | // UNITY_TRANSFER_INSTANCE_ID(v, o); 49 | 50 | float fill = UNITY_ACCESS_INSTANCED_PROP(Props, _Fill); 51 | 52 | o.vertex = UnityObjectToClipPos(v.vertex); 53 | 54 | // generate UVs from fill level (assumed texture is clamped) 55 | o.uv = v.uv; 56 | o.uv.x += 0.5 - fill; 57 | return o; 58 | } 59 | 60 | fixed4 frag (v2f i) : SV_Target { 61 | 62 | // Could access instanced data here too like: 63 | // UNITY_SETUP_INSTANCE_ID(i); 64 | // UNITY_ACCESS_INSTANCED_PROP(Props, _Foo); 65 | // But, remember to uncomment lines flagged 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-------------------------------------------------------------------------------- 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 -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.2.2", 5 | "com.unity.collab-proxy": 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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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # README 2 | 3 | This repo is an example of rendering enemy health bars in a single draw call 4 | without using a Canvas & having to manually project into 2D. 5 | 6 | This is discussed in lots more detail in my blog post: https://www.stevestreeting.com/2019/02/22/enemy-health-bars-in-1-draw-call-in-unity/ 7 | 8 | # License 9 | 10 | This is free and unencumbered software released into the public domain. 11 | 12 | Anyone is free to copy, modify, publish, use, compile, sell, or 13 | distribute this software, either in source code form or as a compiled 14 | binary, for any purpose, commercial or non-commercial, and by any 15 | means. 16 | 17 | In jurisdictions that recognize copyright laws, the author or authors 18 | of this software dedicate any and all copyright interest in the 19 | software to the public domain. We make this dedication for the benefit 20 | of the public at large and to the detriment of our heirs and 21 | successors. We intend this dedication to be an overt act of 22 | relinquishment in perpetuity of all present and future rights to this 23 | software under copyright law. 24 | 25 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 26 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 27 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 28 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 29 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 30 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 31 | OTHER DEALINGS IN THE SOFTWARE. 32 | 33 | For more information, please refer to --------------------------------------------------------------------------------