Add new models and textures
Add Burnout tint dissolve shader Add Clean Blend Add animated leaf shader
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2369 additions
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1 deletions
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Assets/Materials/Burnout Dissolve.mat
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Assets/Shaders/Animated Leaf.shader
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1 | +Shader "Custom/Animated Leaf" { | ||
2 | + Properties { | ||
3 | + _MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
4 | + _OffsetY ("Offset Y",Range(0,0.1)) = 0.05 | ||
5 | + _TimeRatio("Time Ratio", Range(0,5)) = 1 | ||
6 | + } | ||
7 | + SubShader { | ||
8 | + Tags { "Queue" = "AlphaTest" "RenderType"="TransparentCutout" } | ||
9 | + | ||
10 | + cull off | ||
11 | + CGPROGRAM | ||
12 | + #pragma surface surf Lambert alphatest:_Cutoff vertex:vert noshadow | ||
13 | + | ||
14 | + sampler2D _MainTex; | ||
15 | + | ||
16 | + float _OffsetY; | ||
17 | + float _TimeRatio; | ||
18 | + | ||
19 | + struct Input { | ||
20 | + float2 uv_MainTex; | ||
21 | + }; | ||
22 | + | ||
23 | + void vert(inout appdata_full v) | ||
24 | + { | ||
25 | + v.vertex.y += sin(_Time.y * _TimeRatio) * _OffsetY * v.texcoord.x * v.texcoord.y; | ||
26 | + } | ||
27 | + | ||
28 | + | ||
29 | + void surf (Input IN, inout SurfaceOutput o) { | ||
30 | + fixed4 c = tex2D (_MainTex, IN.uv_MainTex); | ||
31 | + o.Albedo = c.rgb; | ||
32 | + o.Alpha = c.a; | ||
33 | + } | ||
34 | + ENDCG | ||
35 | + } | ||
36 | + FallBack "Diffuse" | ||
37 | +} |
Assets/Shaders/Animated Leaf.shader.meta
0 → 100644
Assets/Shaders/BurnOut Dissolve.shader
0 → 100644
1 | +Shader "I_Jemin/Burnout Dissolve" { | ||
2 | + Properties { | ||
3 | + _MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
4 | + _NormalMap("Normal Map",2D) = "black" {} | ||
5 | + _NoiseMap("Noise Map",2D) = "black" {} | ||
6 | + _Cutout("Cut Out",Range(0,1)) = 0.2 | ||
7 | + [HDR]_BurnColor("Burn edge Color",Color) = (1,0,0,1) | ||
8 | + | ||
9 | + } | ||
10 | + SubShader { | ||
11 | + Tags {"Queue" = "AlphaTest" "RenderType"="TransparentCutout" } | ||
12 | + | ||
13 | + cull off | ||
14 | + CGPROGRAM | ||
15 | + // Physically based Standard lighting model, and enable shadows on all light types | ||
16 | + #pragma surface surf Standard alphatest:_Cutoff | ||
17 | + | ||
18 | + sampler2D _MainTex; | ||
19 | + sampler2D _NormalMap; | ||
20 | + sampler2D _NoiseMap; | ||
21 | + | ||
22 | + float4 _BurnColor; | ||
23 | + | ||
24 | + float _Cutout; | ||
25 | + | ||
26 | + | ||
27 | + struct Input { | ||
28 | + float2 uv_MainTex; | ||
29 | + float2 uv_NormalMap; | ||
30 | + float2 uv_NoiseMap; | ||
31 | + }; | ||
32 | + | ||
33 | + void surf (Input IN, inout SurfaceOutputStandard o) { | ||
34 | + | ||
35 | + // basic albedo settings | ||
36 | + o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap)); | ||
37 | + fixed4 c = tex2D (_MainTex, IN.uv_MainTex); | ||
38 | + o.Albedo = c.rgb; | ||
39 | + | ||
40 | + | ||
41 | + // get burn opacity percentage | ||
42 | + float opacity = tex2D(_NoiseMap,IN.uv_NoiseMap).r; | ||
43 | + | ||
44 | + if(opacity < _Cutout * 1.2) | ||
45 | + { | ||
46 | + o.Emission = _BurnColor; | ||
47 | + } | ||
48 | + | ||
49 | + if(opacity < _Cutout) | ||
50 | + { | ||
51 | + o.Alpha = 0; | ||
52 | + } | ||
53 | + else | ||
54 | + { | ||
55 | + o.Alpha = c.a; | ||
56 | + } | ||
57 | + } | ||
58 | + ENDCG | ||
59 | + } | ||
60 | + FallBack "Diffuse" | ||
61 | +} |
Assets/Shaders/BurnOut Dissolve.shader.meta
0 → 100644
Assets/Shaders/CleanBlend.shader
0 → 100644
1 | +Shader "I_Jemin/CleanBlend" { | ||
2 | + Properties { | ||
3 | + _MainTex ("Albedo (RGB)", 2D) = "white" {} | ||
4 | + _NormalMap ("Normal Map", 2D) = "black" {} | ||
5 | + _AlphaOpacity ("Opacity", Range(0,1)) = 0.5 | ||
6 | + } | ||
7 | + SubShader { | ||
8 | + Tags { "Queue" = "Transparent" "RenderType"="Transparent" } | ||
9 | + | ||
10 | + // fist pass | ||
11 | + pass { | ||
12 | + zwrite on // record z | ||
13 | + ColorMask 0 | ||
14 | + } | ||
15 | + | ||
16 | + // second pass | ||
17 | + | ||
18 | + zwrite off // off z | ||
19 | + | ||
20 | + CGPROGRAM | ||
21 | + #pragma surface surf Standard alpha:fade | ||
22 | + sampler2D _MainTex; | ||
23 | + sampler2D _NormalMap; | ||
24 | + float _AlphaOpacity; | ||
25 | + | ||
26 | + struct Input { | ||
27 | + float2 uv_MainTex; | ||
28 | + float2 uv_NormalMap; | ||
29 | + }; | ||
30 | + | ||
31 | + void surf (Input IN, inout SurfaceOutputStandard o) { | ||
32 | + | ||
33 | + o.Normal = UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap)); | ||
34 | + // Albedo comes from a texture tinted by color | ||
35 | + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) ; | ||
36 | + o.Albedo = c.rgb; | ||
37 | + | ||
38 | + o.Alpha = _AlphaOpacity; | ||
39 | + } | ||
40 | + ENDCG | ||
41 | + } | ||
42 | + FallBack "Diffuse" | ||
43 | +} |
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