Remove FusionHub editor assets and update workspace
Delete unused FusionHub editor images and their .meta files, remove several shaders and test prefabs from Assets, and update .idea/.idea.HALLUCINATE/.idea/workspace.xml (cleanup changelist entries and adjust a workItem duration). Also apply modifications to Assets/Scove/UIScaleTest.unity and Assets/Scripts/UI/UIManager.cs. This cleans up editor-only/unused resources and updates the project workspace to reflect those removals.
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@@ -1,108 +0,0 @@
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Shader "Sukuna/DismantleSlash_Advanced"
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{
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Properties
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{
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[Header(Colors)]
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[HDR] _MainColor("Core Color (Black/Dark)", Color) = (0, 0, 0, 1)
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[HDR] _EdgeColor("Edge Glow Color", Color) = (10, 0, 0, 1) // Tăng cường độ mặc định
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_EdgeWidth("Edge Width", Range(0, 1)) = 0.3
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[Header(Distortion Settings)]
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_DistortionStrength("Distortion Strength", Range(0, 2)) = 0.5
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_DistortionWidth("Distortion Area Width", Range(0, 2)) = 1.0
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_DistortionMap("Distortion Noise Map", 2D) = "bump" {}
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[Header(Animation)]
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_Dissolve("Dissolve", Range(0, 1)) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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Pass
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{
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Name "SlashPass"
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ZWrite Off
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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};
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float4 _MainColor;
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float4 _EdgeColor;
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float _EdgeWidth;
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float _DistortionStrength;
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float _DistortionWidth;
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float _Dissolve;
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sampler2D _DistortionMap;
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Varyings vert(Attributes input)
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{
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Varyings output;
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = input.uv;
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output.screenPos = ComputeScreenPos(output.positionCS);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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float x = input.uv.x;
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float y = input.uv.y;
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// Shape Mask (Hình nhát chém từ UV)
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float lengthMask = 1.0 - pow(abs(x * 2.0 - 1.0), 4.0);
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float widthMask = 1.0 - abs(y * 2.0 - 1.0);
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float shape = saturate(widthMask * lengthMask);
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// Dissolve Mask
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float alphaMask = saturate(shape - _Dissolve);
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if (alphaMask <= 0) discard;
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// --- DISTORTION CALCULATION ---
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// Tạo một mask riêng cho Distortion, rộng hơn vệt chém chính
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float distortionMask = saturate(widthMask * lengthMask * _DistortionWidth);
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float2 noise = tex2D(_DistortionMap, input.uv * 2.0).rg * 2.0 - 1.0;
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float2 screenUV = input.screenPos.xy / input.screenPos.w;
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// Chỉ làm cong vùng xung quanh, giảm dần về 0 ở trung tâm vệt chém (để lõi không bị méo)
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// Chúng ta dùng (1 - edgeMask) để Distortion mạnh ở rìa và yếu ở giữa
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float centerProtection = 1.0 - smoothstep(0.8, 1.0, shape);
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float2 distortedScreenUV = screenUV + noise * _DistortionStrength * 0.05 * distortionMask * centerProtection;
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float3 background = SampleSceneColor(distortedScreenUV);
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// --- COLOR CALCULATION ---
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// Đen ở giữa, Đỏ ở viền
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float edgeLerp = smoothstep(1.0 - _EdgeWidth, 1.0, shape);
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float4 finalColor = lerp(_MainColor, _EdgeColor, edgeLerp);
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// Trộn với background
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finalColor.rgb = lerp(background, finalColor.rgb, alphaMask);
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finalColor.a = alphaMask;
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return finalColor;
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}
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ENDHLSL
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}
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}
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}
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