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index 2b93ca41..be553f0d 100644
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@@ -5,8 +5,7 @@
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deleted file mode 100644
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diff --git a/Assets/Scenes/Main Scene.unity b/Assets/Scenes/Main Scene.unity
index ff0a333c..5663fd36 100644
--- a/Assets/Scenes/Main Scene.unity
+++ b/Assets/Scenes/Main Scene.unity
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diff --git a/Assets/Shaders/SukunaDistortionTrail.shader b/Assets/Shaders/SukunaDistortionTrail.shader
new file mode 100644
index 00000000..2740b1d3
--- /dev/null
+++ b/Assets/Shaders/SukunaDistortionTrail.shader
@@ -0,0 +1,70 @@
+Shader "Sukuna/DistortionTrail"
+{
+ Properties
+ {
+ _DistortionStrength("Distortion Strength", Range(0, 1)) = 0.5
+ _DistortionMap("Distortion Map", 2D) = "bump" {}
+ _WidthMask("Width Mask", Range(0, 1)) = 0.5
+ }
+
+ SubShader
+ {
+ Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
+ LOD 100
+
+ Pass
+ {
+ ZWrite Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float2 uv : TEXCOORD0;
+ float4 color : COLOR; // Sử dụng để lấy Alpha từ Trail Renderer
+ };
+
+ struct Varyings
+ {
+ float4 positionCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float4 screenPos : TEXCOORD1;
+ float4 color : COLOR;
+ };
+
+ float _DistortionStrength;
+ sampler2D _DistortionMap;
+ float _WidthMask;
+
+ Varyings vert(Attributes input)
+ {
+ Varyings output;
+ output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
+ output.uv = input.uv;
+ output.screenPos = ComputeScreenPos(output.positionCS);
+ output.color = input.color;
+ return output;
+ }
+
+ half4 frag(Varyings input) : SV_Target
+ {
+ // Mask cho trail: mờ ở 2 cạnh và mờ dần theo chiều dài
+ float mask = (1.0 - abs(input.uv.y - 0.5) * 2.0) * input.uv.x * input.color.a;
+
+ float2 noise = tex2D(_DistortionMap, input.uv * 2.0 + _Time.y).rg * 2.0 - 1.0;
+ float2 screenUV = input.screenPos.xy / input.screenPos.w;
+ float2 distortedUV = screenUV + noise * _DistortionStrength * 0.1 * mask;
+
+ float3 background = SampleSceneColor(distortedUV);
+ return float4(background, mask);
+ }
+ ENDHLSL
+ }
+ }
+}
diff --git a/Assets/Shaders/SukunaDistortionTrail.shader.meta b/Assets/Shaders/SukunaDistortionTrail.shader.meta
new file mode 100644
index 00000000..ff6069d0
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diff --git a/Assets/Shaders/SukunaProjectile.shader b/Assets/Shaders/SukunaProjectile.shader
new file mode 100644
index 00000000..cea3f753
--- /dev/null
+++ b/Assets/Shaders/SukunaProjectile.shader
@@ -0,0 +1,79 @@
+Shader "Sukuna/ProjectileSlash"
+{
+ Properties
+ {
+ [Header(Colors)]
+ [HDR] _MainColor("Core Color", Color) = (0, 0, 0, 1)
+ [HDR] _EdgeColor("Edge Glow", Color) = (10, 0, 0, 1)
+ _EdgeWidth("Edge Width", Range(0, 1)) = 0.3
+
+ [Header(Movement)]
+ _FlowSpeed("Flow Speed", Float) = 2.0
+ _NoiseMap("Noise Map", 2D) = "white" {}
+ }
+
+ SubShader
+ {
+ Tags { "RenderType"="Transparent" "Queue"="Transparent" }
+ LOD 100
+
+ Pass
+ {
+ ZWrite Off
+ Cull Off
+ Blend SrcAlpha One
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct Varyings
+ {
+ float4 positionCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ float4 _MainColor;
+ float4 _EdgeColor;
+ float _EdgeWidth;
+ float _FlowSpeed;
+ sampler2D _NoiseMap;
+ float4 _NoiseMap_ST;
+
+ Varyings vert(Attributes input)
+ {
+ Varyings output;
+ output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
+ output.uv = input.uv;
+ return output;
+ }
+
+ half4 frag(Varyings input) : SV_Target
+ {
+ float x = input.uv.x;
+ float y = input.uv.y;
+
+ // Shape: Nhọn ở đầu (x=1), phình ở giữa
+ float shape = (1.0 - abs(y * 2.0 - 1.0)) * pow(x, 2.0);
+
+ // Hiệu ứng "cuộn" bên trong lưỡi đao
+ float2 noiseUV = input.uv * _NoiseMap_ST.xy + _NoiseMap_ST.zw;
+ noiseUV.x -= _Time.y * _FlowSpeed;
+ float noise = tex2D(_NoiseMap, noiseUV).r;
+
+ float4 finalColor = lerp(_MainColor, _EdgeColor, smoothstep(1.0 - _EdgeWidth, 1.0, shape * noise));
+ finalColor.a = shape;
+
+ return finalColor;
+ }
+ ENDHLSL
+ }
+ }
+}
diff --git a/Assets/Shaders/SukunaProjectile.shader.meta b/Assets/Shaders/SukunaProjectile.shader.meta
new file mode 100644
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diff --git a/Assets/Shaders/SukunaSlash.shader b/Assets/Shaders/SukunaSlash.shader
new file mode 100644
index 00000000..6c9ed906
--- /dev/null
+++ b/Assets/Shaders/SukunaSlash.shader
@@ -0,0 +1,108 @@
+Shader "Sukuna/DismantleSlash_Advanced"
+{
+ Properties
+ {
+ [Header(Colors)]
+ [HDR] _MainColor("Core Color (Black/Dark)", Color) = (0, 0, 0, 1)
+ [HDR] _EdgeColor("Edge Glow Color", Color) = (10, 0, 0, 1) // Tăng cường độ mặc định
+ _EdgeWidth("Edge Width", Range(0, 1)) = 0.3
+
+ [Header(Distortion Settings)]
+ _DistortionStrength("Distortion Strength", Range(0, 2)) = 0.5
+ _DistortionWidth("Distortion Area Width", Range(0, 2)) = 1.0
+ _DistortionMap("Distortion Noise Map", 2D) = "bump" {}
+
+ [Header(Animation)]
+ _Dissolve("Dissolve", Range(0, 1)) = 0
+ }
+
+ SubShader
+ {
+ Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
+ LOD 100
+
+ Pass
+ {
+ Name "SlashPass"
+ ZWrite Off
+ Cull Off
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct Varyings
+ {
+ float4 positionCS : SV_POSITION;
+ float2 uv : TEXCOORD0;
+ float4 screenPos : TEXCOORD1;
+ };
+
+ float4 _MainColor;
+ float4 _EdgeColor;
+ float _EdgeWidth;
+ float _DistortionStrength;
+ float _DistortionWidth;
+ float _Dissolve;
+ sampler2D _DistortionMap;
+
+ Varyings vert(Attributes input)
+ {
+ Varyings output;
+ output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
+ output.uv = input.uv;
+ output.screenPos = ComputeScreenPos(output.positionCS);
+ return output;
+ }
+
+ half4 frag(Varyings input) : SV_Target
+ {
+ float x = input.uv.x;
+ float y = input.uv.y;
+
+ // Shape Mask (Hình nhát chém từ UV)
+ float lengthMask = 1.0 - pow(abs(x * 2.0 - 1.0), 4.0);
+ float widthMask = 1.0 - abs(y * 2.0 - 1.0);
+ float shape = saturate(widthMask * lengthMask);
+
+ // Dissolve Mask
+ float alphaMask = saturate(shape - _Dissolve);
+ if (alphaMask <= 0) discard;
+
+ // --- DISTORTION CALCULATION ---
+ // Tạo một mask riêng cho Distortion, rộng hơn vệt chém chính
+ float distortionMask = saturate(widthMask * lengthMask * _DistortionWidth);
+ float2 noise = tex2D(_DistortionMap, input.uv * 2.0).rg * 2.0 - 1.0;
+ float2 screenUV = input.screenPos.xy / input.screenPos.w;
+
+ // Chỉ làm cong vùng xung quanh, giảm dần về 0 ở trung tâm vệt chém (để lõi không bị méo)
+ // Chúng ta dùng (1 - edgeMask) để Distortion mạnh ở rìa và yếu ở giữa
+ float centerProtection = 1.0 - smoothstep(0.8, 1.0, shape);
+ float2 distortedScreenUV = screenUV + noise * _DistortionStrength * 0.05 * distortionMask * centerProtection;
+
+ float3 background = SampleSceneColor(distortedScreenUV);
+
+ // --- COLOR CALCULATION ---
+ // Đen ở giữa, Đỏ ở viền
+ float edgeLerp = smoothstep(1.0 - _EdgeWidth, 1.0, shape);
+ float4 finalColor = lerp(_MainColor, _EdgeColor, edgeLerp);
+
+ // Trộn với background
+ finalColor.rgb = lerp(background, finalColor.rgb, alphaMask);
+ finalColor.a = alphaMask;
+
+ return finalColor;
+ }
+ ENDHLSL
+ }
+ }
+}
diff --git a/Assets/Shaders/SukunaSlash.shader.meta b/Assets/Shaders/SukunaSlash.shader.meta
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new file mode 100644
index 00000000..165ab0da
--- /dev/null
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diff --git a/Assets/TEST CUA TUAN/Free Wood Door Pack/Prefab/Wood/Door_4/Door_4_Brown.prefab b/Assets/TEST CUA TUAN/Free Wood Door Pack/Prefab/Wood/Door_4/Door_4_Brown.prefab
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