Added Dissolve effect

This commit is contained in:
r.nikolin 2023-10-17 14:17:56 +03:00
parent e22fe3fc30
commit ae13d98c42
83 changed files with 38592 additions and 291 deletions

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30
Assets/DissolveEffect.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DissolveEffect : MonoBehaviour
{
public float Time;
List<Renderer> _renderer = new List<Renderer>();
void Start()
{
_renderer.AddRange(GetComponentsInChildren<Renderer>());
}
[ContextMenu("Dissolve")]
public void Dissolve()
{
LeanTween.value(0, 1, Time).setOnUpdate((float x) =>
{
for (int i = 0; i < _renderer.Count; i++)
{
for (int h = 0; h < _renderer[i].materials.Length; h++)
{
_renderer[i].materials[h].SetFloat("_Dissolve", x);
}
}
});
}
}

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##Dissolve ShaderGraph##
##HDRP v14.0.8
#Developped by nott
##Description
All shaders are created in ShaderGraph.
You can achieve more extensions through subgraph.
For instructions on SubGraph, please open the shadergraph panel to view.
# ATTENTION TO USER:
Directional dissolve needs to be achieved by controlling DissolveOffest or DissolveDirection.
Please confirm the coordinate system before use.
#Double Side
if you want use DoubleSided Mode, open ShardGraph and Enable DoubleSided Mode
##PARAMETERS
#BaseColor
#BaseMap
#NormalMap
#NormalScale
#Tiling
#Offest
#R_MetallicG_Occulsion,A_Smoothness
Channel packing consistent with Unity
#Metallic
#OcclusionStrength
#Smoothness
#OcclusionMap
#OcclusionStength
#RGB_SpecularMap,A_Smoothness
Channel packing
RGB SpecularMap
A Smoothness
#SpecularColor
#UseSpecularMap
Weight between SpecularColor and SpecularMap
#DissolveThe weight value of dissolving, 1 means all dissolving, and vice versa
#NoiseScale
Scaling of the noise mask
#NoiseUVSpeed
The flow velocity of the noise mask
#EdgeWidth
Dissolve boundary width
#EdgeColor
Dissolve boundary color
#EdgeColorIntensity
Color intensity of the border
#DissolveOffest
Dissolved offset point
#DissolveDirection
#DiertionEdgeWithScale
#DissolveDirection Is EulerAngle
The unit of DissolveDirection is Euler angle
#UseWorldSpace
The default is
Localspace
#UseWorldOrigin
It will only take effect when UseWorldSpace is turned on.
DissolveOffest origin is WorldOrigin

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DissolveExample
{
public class DissolveChilds : MonoBehaviour
{
// Start is called before the first frame update
List<Material> materials = new List<Material>();
bool PingPong = false;
void Start()
{
var renders = GetComponentsInChildren<Renderer>();
for (int i = 0; i < renders.Length; i++)
{
materials.AddRange(renders[i].materials);
}
}
private void Reset()
{
Start();
SetValue(0);
}
// Update is called once per frame
void Update()
{
var value = Mathf.PingPong(Time.time * 0.5f, 1f);
SetValue(value);
}
//IEnumerator enumerator()
//{
// //float value = while (true)
// //{
// // Mathf.PingPong(value, 1f);
// // value += Time.deltaTime;
// // SetValue(value);
// // yield return new WaitForEndOfFrame();
// //}
//}
public void SetValue(float value)
{
for (int i = 0; i < materials.Count; i++)
{
materials[i].SetFloat("_Dissolve", value);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DissolveExample
{
public class DissolveOffest : MonoBehaviour
{
// Start is called before the first frame update
List<Material> materials = new List<Material>();
bool PingPong = false;
void Start()
{
var renders = GetComponents<Renderer>();
for (int i = 0; i < renders.Length; i++)
{
materials.AddRange(renders[i].materials);
}
}
private void Reset()
{
Start();
SetValue(0);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.I))
{
//StartCoroutine(enumerator());
PingPong = true;
}
if (PingPong)
{
var value = Mathf.PingPong(Time.time * 0.5f, 1.6f);
value -= 0.5f;
SetValue(value);
}
}
//IEnumerator enumerator()
//{
// //float value = while (true)
// //{
// // Mathf.PingPong(value, 1f);
// // value += Time.deltaTime;
// // SetValue(value);
// // yield return new WaitForEndOfFrame();
// //}
//}
public void SetValue(float value)
{
for (int i = 0; i < materials.Count; i++)
{
materials[i].SetVector("_DissolveOffest", new Vector4(0f,value,0f,0f));
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DissolveExample
{
public class Follow : MonoBehaviour
{
[Range(0, 5f)]
public float speed;
public float height;
Vector3 pos;
// Start is called before the first frame update
void Start()
{
pos = transform.position;
}
// Update is called once per frame
void Update()
{
var value = Mathf.PingPong(Time.time * speed, height);
transform.position = (pos + value * Vector3.up);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DissolveExample
{
public class Rotator : MonoBehaviour
{
public float Speed;
public void Update()
{
transform.Rotate(Vector3.right, Speed * Time.deltaTime);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DissolveExample
{
public class RotatorDissolveDir : MonoBehaviour
{
public Vector3 Speed;
List<Material> materials = new List<Material>();
// Start is called before the first frame update
void Start()
{
materials.AddRange(GetComponent<Renderer>().materials);
}
// Update is called once per frame
void Update()
{
for (int i = 0; i < materials.Count; i++)
{
var value = materials[i].GetVector("_DissolveDirection");
var delta = Speed * Time.deltaTime;
value += new Vector4(delta.x,delta.y,delta.z,0f);
materials[i].SetVector("_DissolveDirection", value);
}
}
}
}

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