몹 사망 후 디졸브 이펙트
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2d50d26116
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@ -88,7 +88,6 @@ messageinfo 엄청 느린 버그
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보스몬스터 좀 더 보완
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회피 이펙트 적용 (VFX_Lab_HyperCasualFX)
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@ -81,6 +81,7 @@ MonoBehaviour:
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m_SceneInfo: {fileID: 1630100576}
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tf_Effects: {fileID: 4525569738525531459}
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tf_Objs: {fileID: 8488419659884388789}
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mat_Dissolve: {fileID: 2100000, guid: 5a0e9086bd6bbf245bd506367fc008db, type: 2}
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--- !u!114 &1630100576
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -12,7 +12,7 @@ GameObject:
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- component: {fileID: 1436972398581313100}
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- component: {fileID: 1582436427488657469}
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m_Layer: 3
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m_Name: Particle Fire_Smoke
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m_Name: Particle Fire_Smoke tail
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -4854,7 +4854,7 @@ GameObject:
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- component: {fileID: 7973233429037247987}
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- component: {fileID: 3917714767597099693}
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m_Layer: 3
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m_Name: Particle Fire_Smoke
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m_Name: Particle Fire_Smoke mouth
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -9970,6 +9970,7 @@ MonoBehaviour:
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isTarget: 0
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m_HUDUI: {fileID: 0}
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tf_MeeleAttackPos: {fileID: 8337575511852820935}
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MagicID: 0
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HealCount: 0
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@ -25,6 +25,9 @@ public class MobActor : Actor
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bool useMeeleAttackPos;
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bool isNSLDMob;
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protected List<Actor> list_summon = new List<Actor>();
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protected Dictionary<string, Material> dic_mainMat = new Dictionary<string, Material>();
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protected Dictionary<string, Material> dic_dissolveMat = new Dictionary<string, Material>();
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protected override void Start()
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{
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@ -33,10 +36,23 @@ public class MobActor : Actor
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m_NoSeeLongDMob = GetComponent<NoSeeLongDMob>();
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isNSLDMob = !DSUtil.CheckNull(m_NoSeeLongDMob);
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useMeeleAttackPos = !DSUtil.CheckNull(tf_MeeleAttackPos);
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for (int i = 0; i < arr_Renderer.Length; i++)
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{
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dic_mainMat.Add(arr_Renderer[i].name, arr_Renderer[i].material);
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dic_dissolveMat.Add(arr_Renderer[i].name, new Material(InGameInfo.Ins.mat_Dissolve));
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dic_dissolveMat[arr_Renderer[i].name].mainTexture = arr_Renderer[i].material.mainTexture;
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}
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}
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public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false)
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{
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if (dic_mainMat.Count > 0)
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{
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for (int i = 0; i < arr_Renderer.Length; i++)
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arr_Renderer[i].material = dic_mainMat[arr_Renderer[i].name];
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}
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base.Set(isEnemy, owner, sdata, _id, _stop);
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m_PatrolTime = 0f;
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@ -429,6 +445,23 @@ public class MobActor : Actor
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sdata.Add_MissionCount(ePurpose.KILL_MONSTER_ACC);
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}
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base.Set_Die();
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StartCoroutine(Co_Dissolve());
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}
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IEnumerator Co_Dissolve()
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{
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yield return new WaitForSeconds(0.5f);
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for (int i = 0; i < arr_Renderer.Length; i++)
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arr_Renderer[i].material = dic_dissolveMat[arr_Renderer[i].name];
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float prog = 1f;
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while (prog > 0f)
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{
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yield return null;
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prog -= Time.deltaTime * 0.5f;
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for (int i = 0; i < arr_Renderer.Length; i++)
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arr_Renderer[i].sharedMaterial.SetFloat("_Progress", prog);
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}
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}
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protected override void After_Die()
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{
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@ -11,6 +11,7 @@ public partial class InGameInfo : MyCoroutine
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public static InGameInfo Ins;
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public SceneInfo m_SceneInfo;
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public Transform tf_Effects, tf_Objs;
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public Material mat_Dissolve;
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List<HUDDMGUI> list_HUDDMGUI = new List<HUDDMGUI>();
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List<HUDUI> list_HUDUI = new List<HUDUI>();
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Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/Scripts/HideIfDisabledDrawer.cs
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66
Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/Scripts/HideIfDisabledDrawer.cs
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Normal file
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//https://forum.unity3d.com/threads/sharing-is-caring-hiding-optional-material-parameters.349952/
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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public class HideIfDisabledDrawer : MaterialPropertyDrawer
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{
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protected string[] argValue;
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bool bElementHidden;
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//constructor permutations -- params doesn't seem to work for property drawer inputs :( -----------
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public HideIfDisabledDrawer(string name1)
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{
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argValue = new string[] { name1 };
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//check for the dependencies:
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for (int j = 0; j < argValue.Length; j++)
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{
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Shader "MoonflowerCarnivore/Dissolve Edge"
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{
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Properties
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{
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[Enum(Off,0,Front,1,Back,2)] _CullMode ("Culling Mode", int) = 0
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[Enum(Off,0,On,1)] _ZWrite("ZWrite", int) = 0
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_Progress("Progress",Range(0,1)) = 0
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_MainTex("Main Texture", 2D) = "white" {}
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_DissolveTex("Dissolve Texture", 2D) = "white" {}
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_Edge("Edge",Range(0.01,0.5)) = 0.01
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[Header(Edge Color)]
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[Toggle(EDGE_COLOR)] _UseEdgeColor("Edge Color?", Float) = 1
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[HideIfDisabled(EDGE_COLOR)][NoScaleOffset] _EdgeAroundRamp("Edge Ramp", 2D) = "white" {}
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[HideIfDisabled(EDGE_COLOR)]_EdgeAround("Edge Color Range",Range(0,0.5)) = 0
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[HideIfDisabled(EDGE_COLOR)]_EdgeAroundPower("Edge Color Power",Range(1,5)) = 1
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[HideIfDisabled(EDGE_COLOR)]_EdgeAroundHDR("Edge Color HDR",Range(1,3)) = 1
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[HideIfDisabled(EDGE_COLOR)]_EdgeDistortion("Edge Distortion",Range(0,1)) = 0
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}
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SubShader
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{
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Pass
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{
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Blend SrcAlpha OneMinusSrcAlpha //Alpha Blend
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Cull[_CullMode] Lighting Off ZWrite[_ZWrite]
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature EDGE_COLOR
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float2 uv3 : TEXCOORD3;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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};
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sampler2D _MainTex;
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sampler2D _DissolveTex;
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float4 _MainTex_ST;
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float4 _DissolveTex_ST;
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fixed _Edge;
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fixed _Progress;
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#ifdef EDGE_COLOR
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sampler2D _EdgeAroundRamp;
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fixed _EdgeAround;
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float _EdgeAroundPower;
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float _EdgeAroundHDR;
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fixed _EdgeDistortion;
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#endif
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.uv3 = TRANSFORM_TEX(v.uv, _DissolveTex);
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o.color = v.color;
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o.color.a *= _Progress;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_DissolveTex, i.uv3);
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fixed x = col.r;
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fixed progress = i.color.a;
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|
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//Edge
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fixed edge = lerp( x + _Edge, x - _Edge, progress);
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fixed alpha = smoothstep( progress + _Edge, progress - _Edge, edge);
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#ifdef EDGE_COLOR
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//Edge Around Factor
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fixed edgearound = lerp( x + _EdgeAround, x - _EdgeAround, progress);
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edgearound = smoothstep( progress + _EdgeAround, progress - _EdgeAround, edgearound);
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edgearound = pow(edgearound, _EdgeAroundPower);
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//Edge Around Distortion
|
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fixed avoid = 0.15f;
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|
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|
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|
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|
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//Edge Around Color
|
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|
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|
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#else
|
||||
col = tex2D(_MainTex, i.uv);
|
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col.rgb *= i.color.rgb;
|
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#endif
|
||||
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||||
col.a *= alpha;
|
||||
|
||||
|
||||
return col;
|
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}
|
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ENDCG
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37
Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/readme_DissolveEdge.txt
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Normal file
37
Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/readme_DissolveEdge.txt
vendored
Normal file
|
|
@ -0,0 +1,37 @@
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|||
Dissolve Edge v1
|
||||
Please open DissolveEdge scene to see demo. There is only one shader. Properties on material are:
|
||||
|
||||
1. Culling Mode
|
||||
OFF if you want to render both front and back faces.
|
||||
|
||||
2. ZWrite
|
||||
Normally should be ON for opaque objects, OFF for transparent objects, e.g. particle system.
|
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|
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|
||||
Dissolve from original to invisible (alpha)
|
||||
|
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4. Main Texture
|
||||
Normally is the diffuse texture.
|
||||
|
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5. Dissolve Texture
|
||||
A black and white texture defining how the main texture is being dissolved.
|
||||
|
||||
6. Edge
|
||||
How soft you want the edge to be
|
||||
|
||||
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|
||||
- Ramp: Use a gradient texture to define the edge colors
|
||||
- Range: How soft
|
||||
- Power: Intensity of the colors
|
||||
- HDR*: Please apply bloom postprocessing effect to see this effect
|
||||
- Distortion: The intensity of distortion on the edge
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Moonflower Carnivore
|
||||
moonflowercarnivore@gmail.com
|
||||
https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:12261
|
||||
https://www.facebook.com/MoonflowerCarnivore
|
||||
8
Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/readme_DissolveEdge.txt.meta
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Loading…
Reference in New Issue