阶段性完成

This commit is contained in:
SoulliesOfficial
2025-12-08 05:27:53 -05:00
parent ef7b479712
commit f7af60351b
8770 changed files with 15637030 additions and 208354 deletions

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#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
namespace HovlStudio
{
[InitializeOnLoad]
public class RPChanger : EditorWindow
{
[InitializeOnLoadMethod]
private static void LoadWindow()
{
string[] checkAsset = AssetDatabase.FindAssets("HSstartupCheck");
foreach (var guid in checkAsset)
{
ShowWindow();
AssetDatabase.DeleteAsset(AssetDatabase.GUIDToAssetPath(guid));
}
}
static private int pipeline;
[MenuItem("Tools/RP changer for Hovl Studio assets")]
public static void ShowWindow()
{
RPChanger window = (RPChanger)EditorWindow.GetWindow(typeof(RPChanger));
window.minSize = new Vector2(250, 140);
window.maxSize = new Vector2(250, 140);
}
public void OnGUI()
{
GUILayout.Label("Change VFX shaders to:");
if (GUILayout.Button("URP/HDRP"))
{
FindShaders();
ChangeToSG();
}
if (GUILayout.Button("Built-in RP"))
{
FindShaders();
ChangeToBiRP();
}
GUILayout.Label("Don't forget to enable Depth and Opaque\ncheck-buttons in your URP asset seeting.", GUILayout.ExpandWidth(true));
}
static Shader Add_CG, Blend_CG, LightGlow, Lit_CenterGlow, Blend_TwoSides, Blend_Normals, Ice, Distortion, ParallaxIce, BlendDistort, VolumeLaser, Explosion, SwordSlash, ShockWave, SoftNoise;
static Shader Blend_CG_SG, LightGlow_SG, Lit_CenterGlow_SG, Blend_TwoSides_SG, Blend_Normals_SG, Ice_SG, Distortion_SG, ParallaxIce_SG,
BlendDistort_SG, VolumeLaser_SG, Explosion_SG, SwordSlash_SG, ShockWave_SG, SoftNoise_SG;
static Material[] shaderMaterials;
private static void FindShaders()
{
if (Shader.Find("Hovl/Particles/Add_CenterGlow") != null) Add_CG = Shader.Find("Hovl/Particles/Add_CenterGlow");
if (Shader.Find("Hovl/Particles/Blend_CenterGlow") != null) Blend_CG = Shader.Find("Hovl/Particles/Blend_CenterGlow");
if (Shader.Find("Hovl/Particles/LightGlow") != null) LightGlow = Shader.Find("Hovl/Particles/LightGlow");
if (Shader.Find("Hovl/Particles/Lit_CenterGlow") != null) Lit_CenterGlow = Shader.Find("Hovl/Particles/Lit_CenterGlow");
if (Shader.Find("Hovl/Particles/Blend_TwoSides") != null) Blend_TwoSides = Shader.Find("Hovl/Particles/Blend_TwoSides");
if (Shader.Find("Hovl/Particles/Blend_Normals") != null) Blend_Normals = Shader.Find("Hovl/Particles/Blend_Normals");
if (Shader.Find("Hovl/Particles/Ice") != null) Ice = Shader.Find("Hovl/Particles/Ice");
if (Shader.Find("Hovl/Particles/Distortion") != null) Distortion = Shader.Find("Hovl/Particles/Distortion");
if (Shader.Find("Hovl/Opaque/ParallaxIce") != null) ParallaxIce = Shader.Find("Hovl/Opaque/ParallaxIce");
if (Shader.Find("Hovl/Particles/BlendDistort") != null) BlendDistort = Shader.Find("Hovl/Particles/BlendDistort");
if (Shader.Find("Hovl/Particles/VolumeLaser") != null) VolumeLaser = Shader.Find("Hovl/Particles/VolumeLaser");
if (Shader.Find("Hovl/Particles/Explosion") != null) Explosion = Shader.Find("Hovl/Particles/Explosion");
if (Shader.Find("Hovl/Particles/SwordSlash") != null) SwordSlash = Shader.Find("Hovl/Particles/SwordSlash");
if (Shader.Find("Hovl/Particles/ShockWave") != null) ShockWave = Shader.Find("Hovl/Particles/ShockWave");
if (Shader.Find("Hovl/Particles/SoftNoise") != null) SoftNoise = Shader.Find("Hovl/Particles/SoftNoise");
if (Shader.Find("Shader Graphs/HS_LightGlow") != null) LightGlow_SG = Shader.Find("Shader Graphs/HS_LightGlow");
if (Shader.Find("Shader Graphs/HS_Lit_CenterGlow") != null) Lit_CenterGlow_SG = Shader.Find("Shader Graphs/HS_Lit_CenterGlow");
if (Shader.Find("Shader Graphs/HS_Blend_TwoSides") != null) Blend_TwoSides_SG = Shader.Find("Shader Graphs/HS_Blend_TwoSides");
if (Shader.Find("Shader Graphs/HS_Blend_Normals") != null) Blend_Normals_SG = Shader.Find("Shader Graphs/HS_Blend_Normals");
if (Shader.Find("Shader Graphs/HS_Ice") != null) Ice_SG = Shader.Find("Shader Graphs/HS_Ice");
if (Shader.Find("Shader Graphs/HS_Distortion") != null) Distortion_SG = Shader.Find("Shader Graphs/HS_Distortion");
if (Shader.Find("Shader Graphs/HS_ParallaxIce") != null) ParallaxIce_SG = Shader.Find("Shader Graphs/HS_ParallaxIce");
if (Shader.Find("Shader Graphs/HS_Blend_CG") != null) Blend_CG_SG = Shader.Find("Shader Graphs/HS_Blend_CG");
if (Shader.Find("Shader Graphs/HS_BlendDistort") != null) BlendDistort_SG = Shader.Find("Shader Graphs/HS_BlendDistort");
if (Shader.Find("Shader Graphs/HS_VolumeLaser") != null) VolumeLaser_SG = Shader.Find("Shader Graphs/HS_VolumeLaser");
if (Shader.Find("Shader Graphs/HS_Explosion") != null) Explosion_SG = Shader.Find("Shader Graphs/HS_Explosion");
if (Shader.Find("Shader Graphs/HS_SwordSlash") != null) SwordSlash_SG = Shader.Find("Shader Graphs/HS_SwordSlash");
if (Shader.Find("Shader Graphs/HS_ShockWave") != null) ShockWave_SG = Shader.Find("Shader Graphs/HS_ShockWave");
if (Shader.Find("Shader Graphs/HS_SoftNoise") != null) SoftNoise_SG = Shader.Find("Shader Graphs/HS_SoftNoise");
string[] folderMat = AssetDatabase.FindAssets("t:Material", new[] { "Assets" });
shaderMaterials = new Material[folderMat.Length];
for (int i = 0; i < folderMat.Length; i++)
{
var patch = AssetDatabase.GUIDToAssetPath(folderMat[i]);
shaderMaterials[i] = (Material)AssetDatabase.LoadAssetAtPath(patch, typeof(Material));
}
}
static private void ChangeToSG()
{
foreach (var material in shaderMaterials)
{
if (Shader.Find("Shader Graphs/HS_LightGlow") != null)
{
if (material.shader == LightGlow)
{
material.shader = LightGlow_SG;
}
}
if (Shader.Find("Shader Graphs/HS_Lit_CenterGlow") != null)
{
if (material.shader == Lit_CenterGlow)
{
material.shader = Lit_CenterGlow_SG;
}
}
if (Shader.Find("Shader Graphs/HS_Blend_TwoSides") != null)
{
if (material.shader == Blend_TwoSides)
{
material.shader = Blend_TwoSides_SG;
}
}
if (Shader.Find("Shader Graphs/HS_Blend_Normals") != null)
{
if (material.shader == Blend_Normals)
{
material.shader = Blend_Normals_SG;
}
}
if (Shader.Find("Shader Graphs/HS_Ice") != null)
{
if (material.shader == Ice)
{
material.shader = Ice_SG;
}
}
if (Shader.Find("Shader Graphs/HS_ParallaxIce") != null)
{
if (material.shader == ParallaxIce)
{
material.shader = ParallaxIce_SG;
}
}
if (Shader.Find("Shader Graphs/HS_Distortion") != null)
{
if (material.shader == Distortion)
{
material.SetFloat("_ZWrite", 0);
material.shader = Distortion_SG;
material.SetFloat("_QueueControl", 1);
material.SetFloat("_BUILTIN_QueueControl", 1);
material.renderQueue = 2750;
}
}
if (Shader.Find("Shader Graphs/HS_Blend_CG") != null)
{
if (material.shader == Add_CG)
{
if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
var cull = material.GetFloat("_CullMode");
material.shader = Blend_CG_SG;
material.SetFloat("_Cull", cull);
material.SetFloat("_Blend", 2);
material.SetFloat("_DstBlend", 1);
material.SetFloat("_SrcBlend", 5);
material.SetFloat("_BUILTIN_CullMode", cull);
material.SetFloat("_BUILTIN_Blend", 2);
material.SetFloat("_BUILTIN_DstBlend", 1);
material.SetFloat("_BUILTIN_SrcBlend", 5);
Debug.Log("Shaders changed successfully");
}
if (material.shader == Blend_CG)
{
if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
material.shader = Blend_CG_SG;
}
}
else Debug.Log("First import shaders!");
if (Shader.Find("Shader Graphs/HS_BlendDistort") != null)
{
if (material.shader == BlendDistort)
{
if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
material.shader = BlendDistort_SG;
}
}
if (Shader.Find("Shader Graphs/HS_VolumeLaser") != null)
{
if (material.shader == VolumeLaser)
{
material.shader = VolumeLaser_SG;
}
}
if (Shader.Find("Shader Graphs/HS_Explosion") != null)
{
if (material.shader == Explosion)
{
material.shader = Explosion_SG;
}
}
if (Shader.Find("Shader Graphs/HS_SwordSlash") != null)
{
if (material.shader == SwordSlash)
{
if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
material.shader = SwordSlash_SG;
}
}
if (Shader.Find("Shader Graphs/HS_ShockWave") != null)
{
if (material.shader == ShockWave)
{
if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
material.shader = ShockWave_SG;
}
}
if (Shader.Find("Shader Graphs/HS_SoftNoise") != null)
{
if (material.shader == SoftNoise)
{
if (material.HasProperty("_ZWrite")) material.SetFloat("_ZWrite", 0);
material.shader = SoftNoise_SG;
}
}
}
}
static private void ChangeToBiRP()
{
foreach (var material in shaderMaterials)
{
if (Shader.Find("Hovl/Particles/LightGlow") != null)
{
if (material.shader == LightGlow_SG)
{
material.shader = LightGlow;
}
}
if (Shader.Find("Hovl/Particles/Lit_CenterGlow") != null)
{
if (material.shader == Lit_CenterGlow_SG)
{
material.shader = Lit_CenterGlow;
}
}
if (Shader.Find("Hovl/Particles/Blend_TwoSides") != null)
{
if (material.shader == Blend_TwoSides_SG)
{
material.shader = Blend_TwoSides;
}
}
if (Shader.Find("Hovl/Particles/Blend_Normals") != null)
{
if (material.shader == Blend_Normals_SG)
{
material.shader = Blend_Normals;
}
}
if (Shader.Find("Hovl/Particles/Ice") != null)
{
if (material.shader == Ice_SG)
{
material.shader = Ice;
}
}
if (Shader.Find("Hovl/Opaque/ParallaxIce") != null)
{
if (material.shader == ParallaxIce_SG)
{
material.shader = ParallaxIce;
}
}
if (Shader.Find("Hovl/Particles/Distortion") != null)
{
if (material.shader == Distortion_SG)
{
material.shader = Distortion;
material.renderQueue = 2750;
}
}
if (Shader.Find("Hovl/Particles/Add_CenterGlow") != null)
{
if (material.shader == Blend_CG_SG)
{
if (material.HasProperty("_Blend"))
{
float blend = material.GetFloat("_Blend");
if (blend == 2)
{
material.shader = Add_CG;
Debug.Log("Shaders changed successfully");
}
}
if (material.HasProperty("_BUILTIN_Blend"))
{
float blend = material.GetFloat("_BUILTIN_Blend");
if (blend == 2)
{
material.shader = Add_CG;
Debug.Log("Shaders changed successfully");
}
}
}
}
if (Shader.Find("Hovl/Particles/Blend_CenterGlow") != null)
{
if (material.shader == Blend_CG_SG)
{
if (material.HasProperty("_Blend"))
{
float blend = material.GetFloat("_Blend");
if (blend == 0)
{
material.shader = Blend_CG;
Debug.Log("Shaders changed successfully");
}
}
if (material.HasProperty("_BUILTIN_Blend"))
{
float blend = material.GetFloat("_BUILTIN_Blend");
if (blend == 0)
{
material.shader = Blend_CG;
Debug.Log("Shaders changed successfully");
}
}
}
}
if (Shader.Find("Hovl/Particles/BlendDistort") != null)
{
if (material.shader == BlendDistort_SG)
{
material.shader = BlendDistort;
}
}
if (Shader.Find("Hovl/Particles/VolumeLaser") != null)
{
if (material.shader == VolumeLaser_SG)
{
material.shader = VolumeLaser;
}
}
if (Shader.Find("Hovl/Particles/Explosion") != null)
{
if (material.shader == Explosion_SG)
{
material.shader = Explosion;
}
}
if (Shader.Find("Hovl/Particles/SwordSlash") != null)
{
if (material.shader == SwordSlash_SG)
{
material.shader = SwordSlash;
}
}
if (Shader.Find("Hovl/Particles/ShockWave") != null)
{
if (material.shader == ShockWave_SG)
{
material.shader = ShockWave;
}
}
if (Shader.Find("Hovl/Particles/SoftNoise") != null)
{
if (material.shader == SoftNoise_SG)
{
material.shader = SoftNoise;
}
}
}
}
}
}
#endif

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using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class HS_CameraHolder : MonoBehaviour
{
//camera holder
public Transform Holder;
public Vector3 cameraPos = new Vector3(0, 0, 0);
public float currDistance = 5.0f;
public float xRotate = 250.0f;
public float yRotate = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float prevDistance;
private float x = 0.0f;
private float y = 0.0f;
[Header("GUI")]
private float windowDpi;
public GameObject[] Prefabs;
private int Prefab;
private GameObject Instance;
private float StartColor;
private float HueColor;
public Texture HueTexture;
public bool disableHue = false;
void Start()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
Counter(0);
}
private void OnGUI()
{
if (GUI.Button(new Rect(5 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Previous effect"))
{
Counter(-1);
}
if (GUI.Button(new Rect(120 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Play again"))
{
Counter(0);
}
if (GUI.Button(new Rect(235 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Next effect"))
{
Counter(+1);
}
if (!disableHue)
{
StartColor = HueColor;
HueColor = GUI.HorizontalSlider(new Rect(5 * windowDpi, 45 * windowDpi, 340 * windowDpi, 35 * windowDpi), HueColor, 0, 1);
GUI.DrawTexture(new Rect(5 * windowDpi, 65 * windowDpi, 340 * windowDpi, 15 * windowDpi), HueTexture, ScaleMode.StretchToFill, false, 0);
if (HueColor != StartColor)
{
int i = 0;
foreach (var ps in particleSystems)
{
var main = ps.main;
Color colorHSV = Color.HSVToRGB(HueColor + H * 0, svList[i].S, svList[i].V);
main.startColor = new Color(colorHSV.r, colorHSV.g, colorHSV.b, svList[i].A);
i++;
}
}
}
}
private ParticleSystem[] particleSystems = new ParticleSystem[0];
private List<SVA> svList = new List<SVA>();
private float H;
public struct SVA
{
public float S;
public float V;
public float A;
}
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
if (Instance != null)
{
Destroy(Instance);
}
Instance = Instantiate(Prefabs[Prefab]);
particleSystems = Instance.GetComponentsInChildren<ParticleSystem>(); //Get color from current instance
svList.Clear();
foreach (var ps in particleSystems)
{
Color baseColor = ps.main.startColor.color;
SVA baseSVA = new SVA();
Color.RGBToHSV(baseColor, out H, out baseSVA.S, out baseSVA.V);
baseSVA.A = baseColor.a;
svList.Add(baseSVA);
}
}
void LateUpdate()
{
if (currDistance < 2)
{
currDistance = 2;
}
currDistance -= Input.GetAxis("Mouse ScrollWheel") * 2;
if (Holder && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
{
var pos = Input.mousePosition;
float dpiScale = 1;
if (Screen.dpi < 1) dpiScale = 1;
if (Screen.dpi < 200) dpiScale = 1;
else dpiScale = Screen.dpi / 200f;
if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
x += (float)(Input.GetAxis("Mouse X") * xRotate * 0.02);
y -= (float)(Input.GetAxis("Mouse Y") * yRotate * 0.02);
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * new Vector3(0, 0, -currDistance) + Holder.position + cameraPos;
transform.rotation = rotation;
transform.position = position;
}
else
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
if (prevDistance != currDistance)
{
prevDistance = currDistance;
var rot = Quaternion.Euler(y, x, 0);
var po = rot * new Vector3(0, 0, -currDistance) + Holder.position + cameraPos;
transform.rotation = rot;
transform.position = po;
}
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
{
angle += 360;
}
if (angle > 360)
{
angle -= 360;
}
return Mathf.Clamp(angle, min, max);
}
}

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