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A member registered Jun 07, 2021 · View creator page →

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hey gleeve games i was a shock wave shader done by myself do first create a c# and attach it to main camera

// here the code

using UnityEngine;

public class RipplePostProcessor : MonoBehaviour

{

    public Material RippleMaterial;

    public float MaxAmount = 50f;

    [Range(0,1)]

    public float Friction = .9f;

    private float Amount = 0f;

    void Update()

    {

        if (Input.GetMouseButton(0))

        {

            this.Amount = this.MaxAmount;

            Vector3 pos = Input.mousePosition;

            this.RippleMaterial.SetFloat("_CenterX", pos.x);

            this.RippleMaterial.SetFloat("_CenterY", pos.y);

        }

        this.RippleMaterial.SetFloat("_Amount", this.Amount);

        this.Amount *= this.Friction;

    }

    void OnRenderImage(RenderTexture src, RenderTexture dst)

    {

        Graphics.Blit(src, dst, this.RippleMaterial);

    }


and make a image shader in your unity project and make a default material and assign it to your image shader

and click the image shader and copy and paste this

Shader "PostEffects/Ripple"

{

    Properties

    {

        _MainTex ("Texture", 2D) = "white" {}

        _CenterX ("Center X", float) = 300

        _CenterY ("Center Y", float) = 250

        _Amount ("Amount", float) = 25

        _WaveSpeed("Wave Speed", range(.50, 50)) = 20

        _WaveAmount("Wave Amount", range(0, 20)) = 10

    }

    SubShader

    {

        // No culling or depth

        Cull Off ZWrite Off ZTest Always

        Pass

        {

            CGPROGRAM

            #pragma vertex vert

            #pragma fragment frag

            

            #include "UnityCG.cginc"

            struct appdata

            {

                float4 vertex : POSITION;

                float2 uv : TEXCOORD0;

            };

            struct v2f

            {

                float2 uv : TEXCOORD0;

                float4 vertex : SV_POSITION;

            };

            v2f vert (appdata v)

            {

                v2f o;

                o.vertex = UnityObjectToClipPos(v.vertex);

                o.uv = v.uv;

                return o;

            }

            

            sampler2D _MainTex;

            float _CenterX;

            float _CenterY;

            float _Amount;

            float _WaveSpeed;

            float _WaveAmount;

            fixed4 frag (v2f i) : SV_Target

            {

                fixed2 center = fixed2(_CenterX/_ScreenParams.x, _CenterY/_ScreenParams.y);

                fixed time = _Time.y *  _WaveSpeed;

                fixed amt = _Amount/1000;

                fixed2 uv = center.xy-i.uv;

                uv.x *= _ScreenParams.x/_ScreenParams.y;

                fixed dist = sqrt(dot(uv,uv));

                fixed ang = dist * _WaveAmount - time;

                uv = i.uv + normalize(uv) * sin(ang) * amt;

                return tex2D(_MainTex, uv);

            }

            ENDCG

        }

    }

}

yaa guys thank you all for playing my games and spending your time on my game

there are some issues but i made this game in i day because this is my first game jam

and i have made many prototype of game ideas and day 1 gone like rocket

so i stuck with this simple idea and randomizing every move is easy but i ran into deadline 

and so simple spawner but makes the job done!!

once again thank you

i will follow you all who played my game!!!!!!

hity