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bbb25c6
MergeHyeGyo
muffinhead03 Feb 27, 2026
a2520ba
Merge remote-tracking branch 'origin/main' into hyegyo
muffinhead03 Feb 27, 2026
c3e4361
Remove tracked Plastic SCM files from Git
2eelee Feb 28, 2026
62ec39f
깨진프리펩 삭제
2eelee Feb 28, 2026
5107437
전체 재료 데이터 추가
2eelee Mar 1, 2026
f641f8e
재료 아이콘 추가
2eelee Mar 1, 2026
637d140
TMP 노토산스 한글 폰트 업로드
2eelee Mar 1, 2026
40deee3
Resolve conflict: keep my spr_1 BOSS prefab meta
muffinhead03 Mar 1, 2026
666a916
Add boss offensive registry and cleanup on boss end
2eelee Mar 2, 2026
17a2b48
Adjust combat interaction and weapon slot behavior
2eelee Mar 2, 2026
435c0fa
Update oxygen mini-game drag and bellows behavior
2eelee Mar 2, 2026
b50afa2
포션 구현 스크립트+테스트씬
2eelee Mar 2, 2026
8bb35bf
Merge branch 'hyegyo' into hyunseo
2eelee Mar 2, 2026
8a41317
Restore potion data model types and ingredient metadata
2eelee Mar 2, 2026
999726b
Refactor pearl beam hit handling to boss resolver path
2eelee Mar 2, 2026
cbf549c
Add compatibility APIs for restored potion pipeline
2eelee Mar 2, 2026
9fe2fe7
Remove unused HandOfTimeProjectile field warning
2eelee Mar 2, 2026
a6263c5
네미 파일 충돌 수정
2eelee Mar 2, 2026
a96c613
VFX- ElectricLaser프리펩 추가
2eelee Mar 2, 2026
5beeb3b
테스트 코드 폴더에 별도 분리
2eelee Mar 2, 2026
9183e77
기본글꼴 변경
2eelee Mar 2, 2026
c0eb77d
stash된거줍기
2eelee Mar 3, 2026
008f712
주운거+수정한거 커밋
2eelee Mar 3, 2026
61f4b24
Merge branch 'main' into hyunseo
2eelee Mar 3, 2026
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3 changes: 0 additions & 3 deletions .plastic/plastic.selector

This file was deleted.

2 changes: 0 additions & 2 deletions .plastic/plastic.workspace

This file was deleted.

10 changes: 9 additions & 1 deletion Assets/Animations/Player/PlayerAnimator.controller
Original file line number Diff line number Diff line change
Expand Up @@ -214,9 +214,17 @@ BlendTree:
m_CycleOffset: 0
m_DirectBlendParameter: InputX
m_Mirror: 0
- serializedVersion: 2
m_Motion: {fileID: 7400000, guid: c95eb20d2ae643a38458471af279fbc3, type: 2}
m_Threshold: -3
m_Position: {x: 0, y: -1}
m_TimeScale: 1
m_CycleOffset: 0
m_DirectBlendParameter: InputX
m_Mirror: 0
m_BlendParameter: InputX
m_BlendParameterY: InputY
m_MinThreshold: -1
m_MinThreshold: -3
m_MaxThreshold: 3
m_UseAutomaticThresholds: 0
m_NormalizedBlendValues: 0
Expand Down
10 changes: 9 additions & 1 deletion Assets/Animations/PlayerAnimator.controller
Original file line number Diff line number Diff line change
Expand Up @@ -214,9 +214,17 @@ BlendTree:
m_CycleOffset: 0
m_DirectBlendParameter: InputX
m_Mirror: 0
- serializedVersion: 2
m_Motion: {fileID: 7400000, guid: c95eb20d2ae643a38458471af279fbc3, type: 2}
m_Threshold: -3
m_Position: {x: 0, y: -1}
m_TimeScale: 1
m_CycleOffset: 0
m_DirectBlendParameter: InputX
m_Mirror: 0
m_BlendParameter: InputX
m_BlendParameterY: InputY
m_MinThreshold: -1
m_MinThreshold: -3
m_MaxThreshold: 3
m_UseAutomaticThresholds: 0
m_NormalizedBlendValues: 0
Expand Down
224 changes: 122 additions & 102 deletions Assets/MEDieval/VFX_Test/ADDICTIVE.shader
Original file line number Diff line number Diff line change
@@ -1,102 +1,122 @@
Shader "Custom/FX/Additive_Dissolve_Distort_Builtin_Fixed"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Tint ("Tint Color", Color) = (1,1,1,1)
_NoiseTex ("Noise Texture (for dissolve & distortion)", 2D) = "white" {}
_DissolveThreshold ("Dissolve Threshold (0..1)", Range(0,1)) = 0.0
_DissolveEdgeWidth ("Edge Width", Range(0.0,0.5)) = 0.08
_EdgeColor ("Edge Color", Color) = (1,0.6,0,1)
_DistortStrength ("Distortion Strength", Range(0,1)) = 0.08
_DistortSpeed ("Distortion Speed", Range(0,5)) = 0.8
_NoiseScale ("Noise Scale", Float) = 4.0
_AlphaCut ("Alpha Cutoff (optional)", Range(0,1)) = 0.0
_GrabMix ("Grab Mix", Range(0,1)) = 0.5
}

SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
LOD 100
Cull Off
ZWrite Off
Blend One One
Lighting Off

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D _MainTex;
sampler2D _NoiseTex;

float4 _MainTex_ST;
float4 _Tint;

float _DissolveThreshold;
float _DissolveEdgeWidth;
float4 _EdgeColor;
float _DistortStrength;
float _DistortSpeed;
float _NoiseScale;
float _AlphaCut;
float _GrabMix;

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uvNoise : TEXCOORD1;
fixed4 color : COLOR;
};

v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uvNoise = v.uv * _NoiseScale;
o.color = v.color * _Tint;
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 baseCol = tex2D(_MainTex, i.uv) * i.color;

// noise (animate)
float2 noiseUV = i.uvNoise + float2(_DistortSpeed * _Time.y, 0);
float noise = tex2D(_NoiseTex, noiseUV).r;

float edge = smoothstep(_DissolveThreshold - _DissolveEdgeWidth,
_DissolveThreshold + _DissolveEdgeWidth, noise);

float keep = step(_DissolveThreshold, noise);
float alpha = edge * baseCol.a;

fixed4 edgeCol = _EdgeColor * (1.0 - edge);

fixed4 outCol;
outCol.rgb = baseCol.rgb * alpha
+ edgeCol.rgb * (1.0 - keep);
outCol.a = alpha;

clip(outCol.a - _AlphaCut);
return outCol;
}
ENDCG
}
}
FallBack Off
}
Shader "Custom/FX/Additive_Dissolve_Distort_Builtin_Fixed"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Tint ("Tint Color", Color) = (1,1,1,1)
_NoiseTex ("Noise Texture (for dissolve & distortion)", 2D) = "white" {}
_DissolveThreshold ("Dissolve Threshold (0..1)", Range(0,1)) = 0.0
_DissolveEdgeWidth ("Edge Width", Range(0.0,0.5)) = 0.08
_EdgeColor ("Edge Color", Color) = (1,0.6,0,1)
_DistortStrength ("Distortion Strength", Range(0,1)) = 0.08
_DistortSpeed ("Distortion Speed", Range(0,5)) = 0.8
_NoiseScale ("Noise Scale", Float) = 4.0
_AlphaCut ("Alpha Cutoff (optional)", Range(0,1)) = 0.0
_GrabMix ("Grab Mix", Range(0,1)) = 0.5
}

SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" }
LOD 100
Cull Off
ZWrite Off
Blend One One
Lighting Off

// ✅ 이름 변경: _GrabTexture → _FXGrabTex
GrabPass { "_FXGrabTex" }

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D _MainTex;
sampler2D _NoiseTex;
sampler2D _FXGrabTex;

float4 _MainTex_ST;
float4 _Tint;

float _DissolveThreshold;
float _DissolveEdgeWidth;
float4 _EdgeColor;
float _DistortStrength;
float _DistortSpeed;
float _NoiseScale;
float _AlphaCut;
float _GrabMix;

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uvNoise : TEXCOORD1;
float4 grabPos : TEXCOORD2; // ✅ grab screen pos
fixed4 color : COLOR;
};

v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uvNoise = v.uv * _NoiseScale;
o.grabPos = ComputeGrabScreenPos(o.pos); // ✅ built-in grabpos helper
o.color = v.color * _Tint;
return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed4 baseCol = tex2D(_MainTex, i.uv) * i.color;

// noise (animate)
float2 noiseUV = i.uvNoise + float2(_DistortSpeed * _Time.y, 0);
float noise = tex2D(_NoiseTex, noiseUV).r;

float edge = smoothstep(_DissolveThreshold - _DissolveEdgeWidth,
_DissolveThreshold + _DissolveEdgeWidth, noise);

float keep = step(_DissolveThreshold, noise);
float alpha = edge * baseCol.a;

// distortion offset (screen-space)
float2 distortOffset = 0;
if (_DistortStrength > 0.0001)
{
float2 n = (tex2D(_NoiseTex, i.uvNoise + _Time.y * _DistortSpeed).rg - 0.5) * 2.0;
distortOffset = n * (_DistortStrength * 0.001); // tiny UV offset
}

// ✅ proj sample grab (stable)
float4 grabPos = i.grabPos;
grabPos.xy += distortOffset * grabPos.w;
fixed4 bg = tex2Dproj(_FXGrabTex, UNITY_PROJ_COORD(grabPos));

fixed4 edgeCol = _EdgeColor * (1.0 - edge);

fixed4 outCol;
outCol.rgb = baseCol.rgb * alpha
+ edgeCol.rgb * (1.0 - keep)
+ bg.rgb * (_GrabMix * _DistortStrength);
outCol.a = alpha;

clip(outCol.a - _AlphaCut);
return outCol;
}
ENDCG
}
}
FallBack Off
}
2 changes: 1 addition & 1 deletion Assets/MEDieval/VFX_Test/ADDICTIVE.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

110 changes: 110 additions & 0 deletions Assets/MEDieval/VFX_Test/ALPHABLEND.shader
Original file line number Diff line number Diff line change
@@ -0,0 +1,110 @@
Shader "Custom/EnergyBall_Dissolve_Distortion"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_Color("Tint Color (HDR)", Color) = (1,1,1,1)

_MaskTex("Mask Texture", 2D) = "white" {}

_DissolveTex("Dissolve Noise", 2D) = "gray" {}
_DissolveAmount("Dissolve Amount", Range(0,1)) = 0.0
_DissolveEdge("Dissolve Edge Thickness", Range(0,1)) = 0.1
_DissolveEdgeColor("Dissolve Edge Color (HDR)", Color) = (1,0.5,0,1)

_DistortTex("Distortion Map (RG)", 2D) = "gray" {}
_DistortStrength("Distortion Strength", Range(0,1)) = 0.1
_DistortSpeed("Distortion Flow Speed", Vector) = (0.2, 0.3, 0, 0)
}

SubShader
{
Tags{
"Queue"="Transparent"
"RenderType"="Transparent"
"IgnoreProjector"="True"
}

Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D _MainTex;
sampler2D _DissolveTex;
sampler2D _DistortTex;
sampler2D _MaskTex;

float4 _MainTex_ST;
float4 _MaskTex_ST;

float4 _Color;
float4 _DissolveEdgeColor;

float _DissolveAmount;
float _DissolveEdge;
float _DistortStrength;
float4 _DistortSpeed;

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};

v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}

float4 frag(v2f i) : SV_Target
{
// Mask
float mask = tex2D(_MaskTex, TRANSFORM_TEX(i.uv, _MaskTex)).r;

// Distortion Chaotic Flow (RG only)
float2 flowUV = i.uv + frac(_Time.y * _DistortSpeed.xy);
float2 distort = tex2D(_DistortTex, flowUV).rg * 2.0 - 1.0;
float2 distortedUV = i.uv + distort * _DistortStrength * mask;

// Main Texture
float4 col = tex2D(_MainTex, distortedUV);
col *= i.color * _Color;

// Dissolve Calculation
float noise = tex2D(_DissolveTex, i.uv).r;
float edge = smoothstep(_DissolveAmount, _DissolveAmount + _DissolveEdge, noise);

// Clip dissolved area
if (noise < _DissolveAmount) discard;

// Edge Glow
col.rgb = lerp(_DissolveEdgeColor.rgb, col.rgb, edge);

// Apply Mask Transparency
col.a *= mask;

return col;
}
ENDCG
}
}
}
9 changes: 9 additions & 0 deletions Assets/MEDieval/VFX_Test/ALPHABLEND.shader.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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