阶段性完成
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77
Assets/Shaders/PandaVFX/Editor/PandavfxGUI.SoftParticle.cs
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77
Assets/Shaders/PandaVFX/Editor/PandavfxGUI.SoftParticle.cs
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// -----------------------------------------------------------------------
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// This file is part of
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//
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// (c) sunhainan (2022/11/28 15:9:48)
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//
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// For the full copyright and license information, please view the LICENSE
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// file that was distributed with this source code.
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// -----------------------------------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Yoka.MGame.PandaShader
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{
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public partial class PandavfxGUI
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{
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void GUISoftParticle(Material material)
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{
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PrefixLabel("软粒子");
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if (material.GetFloat("_Depthfadeon") == 0)
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{
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if (GUILayout.Button("已关闭", shortButtonStyle))
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{
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material.SetFloat("_Depthfadeon", 1);
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}
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}
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else
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{
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if (GUILayout.Button("已开启", shortButtonStyle))
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{
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material.SetFloat("_Depthfadeon", 0);
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}
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}
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EditorGUILayout.EndHorizontal();
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if (_tips == true)
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{
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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style.fontSize = 10;
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style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
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GUILayout.Label("*特效与地面人物穿插时,会软化掉穿插部分,使相交处没用明显痕迹,场景必须开启深度图此选项才能生效,如果相机是正交相机,此功能将失效,因为正交相机没有相机深度!",
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style);
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EditorGUILayout.EndVertical();
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}
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if (material.GetFloat("_Depthfadeon") == 1)
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{
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material.EnableKeyword("_SOFT_PARTICAL");
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GUILayout.Space(5);
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m_MaterialEditor.ShaderProperty(DepthFade, "软粒子羽化程度");
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if (_tips == true)
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{
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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style.fontSize = 10;
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style.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
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GUILayout.Label("*羽化程度,数值越高软化范围越大,需要根据模型比例尺调整,如果开启反向软粒子后,此选项变为强化交界处的宽度值", style);
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EditorGUILayout.EndVertical();
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}
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}
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else
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{
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material.DisableKeyword("_SOFT_PARTICAL");
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}
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EditorGUILayout.EndVertical();
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}
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}
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}
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