гигантский ассет

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2026-03-03 05:27:03 +05:00
parent d49d929924
commit c432aa9263
5899 changed files with 9806933 additions and 230 deletions

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using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using System;
namespace UHFPS.Rendering
{
[Serializable, VolumeComponentMenu("UHFPS Post-Processing/Fear Tentacles")]
public class FearTentancles : VolumeComponent, IPostProcessComponent
{
public ClampedFloatParameter EffectFade = new(0, 0f, 1f);
public ClampedFloatParameter TentaclesPosition = new(0, -0.2f, 0.2f);
public ClampedFloatParameter LayerPosition = new(0, -2f, 2f);
public ClampedFloatParameter VignetteStrength = new(0, 0f, 1f);
public ClampedFloatParameter TentaclesSpeed = new(1f, 0.1f, 3f);
public ClampedIntParameter Tentacles = new(20, 10, 50);
public BoolParameter TopLayer = new(false);
private bool State => active && EffectFade.overrideState;
public bool IsActive() => State && EffectFade.value > 0f;
public bool IsTileCompatible() => false;
}
}

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using UnityEngine.Rendering.Universal;
using UnityEngine;
namespace UHFPS.Rendering
{
public class FearTentanclesFeature : EffectFeature
{
public override string Name => "Fear Tentancles";
public RenderPassEvent RenderPassEvent = RenderPassEvent.AfterRenderingTransparents;
public Material EffectMaterial;
public override void OnCreate()
{
RenderPass = new FearTentanclesPass(RenderPassEvent, EffectMaterial);
}
}
}

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using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine;
namespace UHFPS.Rendering
{
public class FearTentanclesPass : ScriptableRenderPass
{
private static readonly int EffectTime = Shader.PropertyToID("_EffectTime");
private static readonly int EffectFade = Shader.PropertyToID("_EffectFade");
private static readonly int TentaclesPosition = Shader.PropertyToID("_TentaclesPosition");
private static readonly int LayerPosition = Shader.PropertyToID("_LayerPosition");
private static readonly int VignetteStrength = Shader.PropertyToID("_VignetteStrength");
private static readonly int TentaclesNum = Shader.PropertyToID("_NumOfTentacles");
private static readonly int TopLayer = Shader.PropertyToID("_ShowLayer");
private readonly Material m_Material;
private RTHandle m_CameraTempColor;
private float effectTime;
public FearTentanclesPass(RenderPassEvent renderPassEvent, Material material)
{
this.renderPassEvent = renderPassEvent;
m_Material = material;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
var colorDesc = renderingData.cameraData.cameraTargetDescriptor;
colorDesc.depthBufferBits = 0;
RenderingUtils.ReAllocateIfNeeded(ref m_CameraTempColor, colorDesc, name: "_TemporaryColorTexture");
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_Material == null) return;
if (renderingData.cameraData.isSceneViewCamera) return;
if (!renderingData.cameraData.postProcessEnabled) return;
VolumeStack stack = VolumeManager.instance.stack;
FearTentancles fearTent = stack.GetComponent<FearTentancles>();
if (!fearTent.IsActive())
{
effectTime = 0f;
return;
}
m_Material.SetFloat(EffectTime, effectTime);
m_Material.SetFloat(EffectFade, fearTent.EffectFade.value);
m_Material.SetFloat(TentaclesPosition, fearTent.TentaclesPosition.value);
m_Material.SetFloat(LayerPosition, fearTent.LayerPosition.value);
m_Material.SetFloat(VignetteStrength, fearTent.VignetteStrength.value);
m_Material.SetFloat(TentaclesNum, fearTent.Tentacles.value);
m_Material.SetInteger(TopLayer, fearTent.TopLayer.value ? 1 : 0);
effectTime += Time.deltaTime * fearTent.TentaclesSpeed.value;
var cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, new ProfilingSampler("FearTentacles")))
{
RTHandle camTarget = renderingData.cameraData.renderer.cameraColorTargetHandle;
Blitter.BlitCameraTexture(cmd, camTarget, m_CameraTempColor, m_Material, 0);
Blitter.BlitCameraTexture(cmd, m_CameraTempColor, camTarget);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}
}

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Shader "UHFPS/FearTentacles"
{
SubShader
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
Pass
{
Name "FearTentacles"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D(_CameraColorTexture);
SAMPLER(sampler_CameraColorTexture);
float _EffectTime;
float _EffectFade;
float _TentaclesPosition;
float _LayerPosition;
float _VignetteStrength;
int _NumOfTentacles;
int _ShowLayer;
float rand(float2 n)
{
return frac(sin(dot(n, float2(12.9898, 4.1414))) * 43758.5453);
}
float tent(float2 uv, float id)
{
float iTime = _EffectTime;
float tentPos = clamp(_TentaclesPosition, -0.2, 0.2);
float offset = tentPos * sign(uv.y - 0.5);
float rv = rand(float2(id + sign(uv.y - 0.5), id));
float2 st = uv;
uv.y += offset;
uv.x += rv * 0.1;
uv.y += 0.05;
float r = min(0.45 + _EffectFade * 0.02, 0.48) + (rv - 0.5) * 0.0;
r += abs(uv.y - 0.5) * (0.1 + (rv - 0.5) * 0.05);
uv.x += sin(uv.y * (3.0 + rv) + iTime * rv * 2.0 + rv * 3.0 + id * 20.0) * (0.1 + (sin(rv) * 0.1) * 0.1);
uv.x += uv.y * (rv - 0.5) * 0.4;
uv.y += 0.05;
uv.y += sin(uv.x * 20.0) * 0.05;
uv.y += sin(st.x * rv * rv * 120.0 + iTime + rv + id) * 0.05 * rv;
float lay = 1.0;
if (_ShowLayer)
{
uv.y -= offset;
uv.y += _LayerPosition * sign(uv.y - 0.5);
lay = lerp(1., 0.82, smoothstep(0.57, 0.6, abs(uv.y - 0.5)));
}
return (1.0 - smoothstep(r, r - 0.05, abs(uv.x - 0.5) + 0.5)) * lay;
}
half4 frag(Varyings input) : SV_Target
{
float4 color = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, input.texcoord);
float2 uv = input.texcoord;
float s = 1.0;
for (int i = 0; i < 100; i++)
{
if (i >= _NumOfTentacles) break;
float2 randValue = float2(rand(float2(float(i), 0.0)) - 0.5, 0.01);
s *= tent(uv + randValue, sin(float(i) * 200.0) * 2003.0);
}
uv *= 1.0 - uv.yx;
float vig = uv.x * uv.y * 5.0;
vig = pow(vig, _EffectFade * _VignetteStrength);
s = lerp(1.0, s, _EffectFade);
s *= vig;
return color * half4(s, s, s, 1.);
}
ENDHLSL
}
}
}

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