This commit is contained in:
2026-04-26 00:27:35 +07:00
parent 32c598da8b
commit fdb2460c3b
27 changed files with 3038 additions and 330 deletions

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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
}
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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
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Pass
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ZWrite Off
Cull Off
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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
}
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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
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// --- COLOR CALCULATION ---
// Đen ở giữa, Đỏ ở viền
float edgeLerp = smoothstep(1.0 - _EdgeWidth, 1.0, shape);
float4 finalColor = lerp(_MainColor, _EdgeColor, edgeLerp);
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return finalColor;
}
ENDHLSL
}
}
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