번개 및 몹 타격 버그 수정
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Shader "Eric/URP Particles/Additive"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Noise("Noise", 2D) = "white" {}
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_Flow("Flow", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
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_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
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_Emission("Emission", Float) = 2
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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[Toggle]_Usecenterglow("Use center glow?", Float) = 0
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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[MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float ) = 0
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_Depthpower ("Depth power", Float ) = 1
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[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
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[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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Category
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{
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend One[_Blend2]
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ColorMask RGB
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Cull[_CullMode]
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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//Don't delete this comment
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// uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _Usecenterglow;
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uniform float4 _SpeedMainTexUVNoiseZW;
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uniform sampler2D _Flow;
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uniform float4 _DistortionSpeedXYPowerZ;
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uniform float4 _Flow_ST;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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uniform sampler2D _Noise;
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uniform float4 _Noise_ST;
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uniform float4 _Color;
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uniform float _Emission;
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uniform fixed _Usedepth;
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uniform fixed _Usecustomrandom;
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uniform float _Depthpower;
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v2f vert ( appdata_t v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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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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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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float lp = 1;
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate ((sceneZ-partZ) / _Depthpower);
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lp *= lerp(1, fade, _Usedepth);
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i.color.a *= lp;
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#endif
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float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
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float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
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float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
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float4 uv0_Flow = i.texcoord;
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uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
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float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
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float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
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float Flowpower102 = _DistortionSpeedXYPowerZ.z;
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float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
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float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
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float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
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float ur = lerp(0, i.texcoord.w, _Usecustomrandom);
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float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur ));
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float4 tex2DNode14 = tex2D( _Noise, panner108 );
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float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
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float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
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float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
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float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
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fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
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return col;
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}
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ENDCG
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}
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}
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}
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}
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UNITY_VERTEX_INPUT_INSTANCE_ID
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{
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||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_FOG_COORDS(1)
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if UNITY_VERSION >= 560
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
#else
|
||||
uniform sampler2D_float _CameraDepthTexture;
|
||||
#endif
|
||||
|
||||
//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Usecenterglow;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform sampler2D _Flow;
|
||||
uniform float4 _DistortionSpeedXYPowerZ;
|
||||
uniform float4 _Flow_ST;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform fixed _Usedepth;
|
||||
uniform fixed _Usecustomrandom;
|
||||
uniform float _Depthpower;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos (o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag ( v2f i ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float4 uv0_Flow = i.texcoord;
|
||||
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
||||
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
||||
float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
||||
float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||||
float ur = lerp(0, i.texcoord.w, _Usecustomrandom);
|
||||
float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur ));
|
||||
float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
||||
float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
|
||||
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
|
||||
fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
|
||||
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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ASEEND*/
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//CHKSM=065B3046307DE9EF352E031335721312D58D1775
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|
|
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ShaderImporter:
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assetBundleName:
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assetBundleVariant:
|
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AssetOrigin:
|
||||
serializedVersion: 1
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productId: 299282
|
||||
packageName: Game VFX - Cartoon Skill Collection Vol.2(URP)
|
||||
packageVersion: 1.01
|
||||
assetPath: Assets/ResWork/Effect/Game VFX - Cartoon Skill Collection Vol2/Shaders/Additive.shader
|
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|
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|
|||
Shader "Eric/URP Particles/Alpha Blended"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("MainTex", 2D) = "white" {}
|
||||
_Noise("Noise", 2D) = "white" {}
|
||||
_Flow("Flow", 2D) = "white" {}
|
||||
_Mask("Mask", 2D) = "white" {}
|
||||
_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
|
||||
_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
|
||||
_Emission("Emission", Float) = 2
|
||||
_Color("Color", Color) = (0.5,0.5,0.5,1)
|
||||
_Opacity("Opacity", Range( 0 , 3)) = 1
|
||||
[Toggle]_Usecenterglow("Use center glow?", Float) = 0
|
||||
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
|
||||
_Depthpower ("Depth power", Float ) = 1
|
||||
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
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}
|
||||
|
||||
Category
|
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{
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
Cull[_CullMode]
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
|
||||
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
|
||||
};
|
||||
|
||||
struct v2f
|
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{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
|
||||
float4 projPos : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if UNITY_VERSION >= 560
|
||||
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
|
||||
#else
|
||||
uniform sampler2D_float _CameraDepthTexture;
|
||||
#endif
|
||||
|
||||
//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform float4 _MainTex_ST;
|
||||
uniform float _Usecenterglow;
|
||||
uniform float4 _SpeedMainTexUVNoiseZW;
|
||||
uniform sampler2D _Flow;
|
||||
uniform float4 _DistortionSpeedXYPowerZ;
|
||||
uniform float4 _Flow_ST;
|
||||
uniform sampler2D _Mask;
|
||||
uniform float4 _Mask_ST;
|
||||
uniform sampler2D _Noise;
|
||||
uniform float4 _Noise_ST;
|
||||
uniform float4 _Color;
|
||||
uniform float _Emission;
|
||||
uniform float _Opacity;
|
||||
uniform fixed _Usedepth;
|
||||
uniform float _Depthpower;
|
||||
|
||||
v2f vert ( appdata_t v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
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#ifdef SOFTPARTICLES_ON
|
||||
o.projPos = ComputeScreenPos (o.vertex);
|
||||
COMPUTE_EYEDEPTH(o.projPos.z);
|
||||
#endif
|
||||
o.color = v.color;
|
||||
o.texcoord = v.texcoord;
|
||||
UNITY_TRANSFER_FOG(o,o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag ( v2f i ) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( i );
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
|
||||
|
||||
float lp = 1;
|
||||
#ifdef SOFTPARTICLES_ON
|
||||
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
||||
float partZ = i.projPos.z;
|
||||
float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
||||
lp *= lerp(1, fade, _Usedepth);
|
||||
i.color.a *= lp;
|
||||
#endif
|
||||
|
||||
float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
||||
float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
|
||||
float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
||||
float3 uv0_Flow = i.texcoord.xyz;
|
||||
uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
|
||||
float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
|
||||
float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
|
||||
float Flowpower102 = _DistortionSpeedXYPowerZ.z;
|
||||
float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
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float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
|
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float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
|
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float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
|
||||
float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
||||
float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
|
||||
float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
float4 clampResult38 = tex2DNode33 - temp_cast_0;
|
||||
float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
||||
float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
|
||||
fixed4 col = appendResult87;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
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}
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}
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}
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androidETC2FallbackOverride: 0
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androidETC2FallbackOverride: 0
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indices:
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weights: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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packageName: Game VFX - Cartoon Skill Collection(URP)
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indices:
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weights: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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serializedVersion: 1
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packageVersion: 1.01
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@ -5582,7 +5582,7 @@ MonoBehaviour:
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m_linkedTextComponent: {fileID: 0}
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parentLinkedComponent: {fileID: 0}
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m_enableKerning: 1
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m_ActiveFontFeatures: 00000000
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m_enableExtraPadding: 0
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checkPaddingRequired: 0
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externalObjects: {}
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userData:
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@ -94,7 +94,7 @@ BoxCollider2D:
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m_UsedByEffector: 0
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m_CompositeOperation: 0
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m_CompositeOrder: 0
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m_Offset: {x: 0, y: -90.491974}
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m_Offset: {x: 0, y: 0}
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0, y: 0}
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@ -104,5 +104,5 @@ BoxCollider2D:
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drawMode: 0
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adaptiveTiling: 0
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m_AutoTiling: 0
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m_Size: {x: 100, y: 330.98395}
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m_Size: {x: 100, y: 10000}
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m_EdgeRadius: 0
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|
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|
|
@ -262,6 +262,37 @@ public class IngameMgr : MonoBehaviourSingletonTemplate<IngameMgr>
|
|||
return nearest;
|
||||
}
|
||||
|
||||
public List<MobActor> Get_RandomMobs(int count)
|
||||
{
|
||||
List<MobActor> activeMobs = new List<MobActor>();
|
||||
|
||||
foreach (var kv in mob_pools)
|
||||
{
|
||||
List<MobActor> list = kv.Value;
|
||||
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
MobActor mob = list[i];
|
||||
if (mob.gameObject.activeInHierarchy)
|
||||
activeMobs.Add(mob);
|
||||
}
|
||||
}
|
||||
|
||||
if (activeMobs.Count == 0)
|
||||
return new List<MobActor>();
|
||||
|
||||
if (count >= activeMobs.Count)
|
||||
return activeMobs;
|
||||
|
||||
for (int i = 0; i < activeMobs.Count; i++)
|
||||
{
|
||||
int rnd = Random.Range(i, activeMobs.Count);
|
||||
(activeMobs[i], activeMobs[rnd]) = (activeMobs[rnd], activeMobs[i]);
|
||||
}
|
||||
|
||||
return activeMobs.GetRange(0, count);
|
||||
}
|
||||
|
||||
public void Get_Dmg(int dmg)
|
||||
{
|
||||
m_HP -= dmg;
|
||||
|
|
@ -318,6 +349,21 @@ public class IngameMgr : MonoBehaviourSingletonTemplate<IngameMgr>
|
|||
{
|
||||
if (f_SkillCoolTime > 0f) return;
|
||||
f_SkillCoolTime = 10f;
|
||||
|
||||
// 화면에 보이는 임의의 3명의 적에게 번개를 떨어뜨려 각각 100의 피해를 입히는 스킬입니다.
|
||||
var mobs = Get_RandomMobs(3);
|
||||
for (int i = 0; i < mobs.Count; i++)
|
||||
{
|
||||
var pd = new ProjectileData
|
||||
{
|
||||
IsPC = true,
|
||||
Dmg = 100,
|
||||
m_Data = table_projectile.Ins.Get_Data(3301),
|
||||
tf_Start = mobs[i].transform
|
||||
};
|
||||
|
||||
ProjectileMgr.Ins.Shoot_Projectile(pd);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
|
|
@ -37,6 +37,7 @@ public class Projectile : MonoBehaviour
|
|||
{
|
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m_ProjectileData = pd;
|
||||
m_LifeTime = m_ProjectileData.m_Data.n_ProjectileLife;
|
||||
if (!m_ProjectileData.IsPC) m_ProjectileData.Ignore_WallHP = false;
|
||||
|
||||
Vector3 pos = pd.tf_Start.position;
|
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Quaternion rot = pd.tf_Start.rotation;
|
||||
|
|
@ -111,7 +112,9 @@ public class Projectile : MonoBehaviour
|
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}
|
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}
|
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|
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if (m_ProjectileData.m_Data.n_ProjectileID == 3002) return;
|
||||
if (m_ProjectileData.m_Data.n_ProjectileID == 3002 ||
|
||||
m_ProjectileData.m_Data.n_ProjectileID == 3301)
|
||||
return;
|
||||
|
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prevPos = transform.position;
|
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|
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|
|
@ -130,7 +133,9 @@ public class Projectile : MonoBehaviour
|
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|
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Check_Hit(collision);
|
||||
|
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if (m_ProjectileData.m_Data.n_ProjectileID == 3002) return;
|
||||
if (m_ProjectileData.m_Data.n_ProjectileID == 3002 ||
|
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m_ProjectileData.m_Data.n_ProjectileID == 3301)
|
||||
return;
|
||||
|
||||
if (m_ProjectileData.Pierce > 0)
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in New Issue