ForeSight VFX Animated Arrows

dev-main-mobile
Ali Sharoz 1 month ago
parent 6b69eaea0c
commit dd209dd3da

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private Dictionary<ulong, LineRenderer> foresightLines = new Dictionary<ulong, LineRenderer>();
private ulong crowClientId;
private Coroutine destroyCoroutine;
public GameObject LinePrefab;
private void Start()
{
if (IsServer)
@ -131,11 +132,13 @@ public class CrowsForesightPrefab : NetworkBehaviour
private LineRenderer CreateLine()
{
GameObject lineObj = new GameObject("ForesightLine");
//GameObject lineObj = new GameObject("ForesightLine");
GameObject lineObj = Instantiate(LinePrefab);
LineRenderer line = lineObj.AddComponent<LineRenderer>();
line.startWidth = 0.1f;
line.endWidth = 0.1f;
line.material = new Material(Shader.Find("Sprites/Default"));
line.startWidth = 0.7f;
line.endWidth = 0.7f;
//line.material = new Material(Shader.Find("Sprites/Default"));
line.transform.SetParent(transform);
return line;
}

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using UnityEngine;
public class ScrollingLineRenderer : MonoBehaviour
{
public LineRenderer lineRenderer;
public Material scrollingMaterial;
public float speed = 1.0f; // Adjust speed in Inspector
public float tiling = 1.0f; // Controls how many arrows fit in the line
void Update()
{
if (scrollingMaterial == null) return;
// Scroll texture over time
float offset = Time.time * -speed;
scrollingMaterial.SetFloat("_Speed", speed);
scrollingMaterial.SetFloat("_Tiling", tiling);
}
}

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Shader "Custom/ScrollingLine"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed ("Scroll Speed", Float) = 1.0
_Tiling ("Texture Tiling", Float) = 1.0
_Color ("Color Tint", Color) = (1,1,1,1) // Add color support
}
SubShader
{
Tags { "RenderPipeline" = "UniversalRenderPipeline" "Queue"="Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha // Enable transparency
Cull Off
ZWrite Off // Prevent depth writing (helps transparency)
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct appdata_t
{
float4 position : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Speed;
float _Tiling;
float4 _Color; // Color support
v2f vert (appdata_t v)
{
v2f o;
o.position = TransformObjectToHClip(v.position);
float2 offset = float2(_Time.y * _Speed, 0); // Scroll the texture horizontally
o.uv = TRANSFORM_TEX(v.uv, _MainTex) * float2(_Tiling, 1) + offset;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 texColor = tex2D(_MainTex, i.uv);
return texColor * _Color; // Apply color tint
}
ENDHLSL
}
}
}

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